Effects of interactivity in educational games: A mediating role of social presence on learning outcomes

Kwan Min Lee, Eui Jun Jeong, Namkee Park, Seoungho Ryu

Research output: Contribution to journalArticlepeer-review

28 Citations (Scopus)


Networked interactivity is one of the essential factors that differentiate recent online educational games from traditional stand-alone CD-based games. Despite the growing popularity of online educational games, empirical studies about the effects of networked interactivity are relatively rare. The current study tests the effects of networked interactivity on game users' learning outcomes by comparing three groups (online educational quiz game vs. off-line educational quiz game vs. traditional classroom lecture). In addition, the study examines the mediating role of social presence in the context of educational games. Results indicate that networked interactivity in the online educational quiz game condition enhances game users' positive evaluation of learning, test performance, and feelings of social presence. However, there was no significant difference between the off-line educational quiz game and the lecture-based conditions in terms of learning outcomes. Further analyses indicate that feelings of social presence mediate the effect of networked interactivity on various learning outcomes. Theoretical and practical implications are discussed.

Original languageEnglish
Pages (from-to)620-633
Number of pages14
JournalInternational Journal of Human-Computer Interaction
Issue number7
Publication statusPublished - 2011 Jul

Bibliographical note

Funding Information:
This research was supported by the World Class University grant (Grant No. R31-10062) funded by the National Research Foundation, S. Korea.

All Science Journal Classification (ASJC) codes

  • Human Factors and Ergonomics
  • Human-Computer Interaction
  • Computer Science Applications


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