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Table 3 Comparison between GIL and Traditional learning

From: The effectiveness of a flood protection computer game for disaster education

Factors

Elements of the factors

Traditional learning

GIL

Motivation

Pleasure/Pain

Less motivating

Motivating

Reading textbooks is less fun and pleasant.

Playing Flood Protection, a game of edutainment, is a pleasure. Students’ laughter and screaming reflect emotions of fun and happiness.

Hope/Fear

Less motivating

Motivating

Anticipating much homework and many memorizing tasks.

Playing game is attractive. Students’ discussion and question represent the students’ desire and anxiety to learn,

Social acceptance/Rejection

Less motivating

Motivating

Reading cannot enhance relationship with others.

Playing game enhance social acceptance with classmates and teachers.

Ability

Time

Simple: Students are scheduled to attend the class.

Money

Simple: Students do not have to pay.

Physical effort

Medium

Brain cycle

Medium

Social deviance

Simple

Non-routine

Simple