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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>The role of situational interest in game-based learning</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Antti Koskinen</string-name>
          <email>antti.koskinen@tuni.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jake McMullen</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Hilma Halme</string-name>
          <email>hilma.halme@utu.fi</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Minna Hannula-Sormunen</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Manuel Ninaus</string-name>
          <email>manuel.ninaus@uibk.ac.at</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kristian Kiili</string-name>
          <email>kristian.kiili@tuni.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Tampere University</institution>
          ,
          <addr-line>Kalevantie 4, Tampere, 33100</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Innsbruck</institution>
          ,
          <addr-line>Innrain 52, Innsbruck, 6020</addr-line>
          ,
          <country country="AT">Austria</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Turku</institution>
          ,
          <addr-line>Turku, 20014</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <fpage>54</fpage>
      <lpage>63</lpage>
      <abstract>
        <p>Previous research has emphasized the important role of interest in education. However, only a few studies have investigated situational interest in game-based learning environments. Therefore, this study aims to clarify the role of situational interest in game-based mathematics learning by examining its relations with learning outcomes, self-efficacy, and math interest. Ninety-eight 7th-grade participants played the Number Trace rational number learning game for three 45-minute lessons. Pre-and post-tests were used to measure rational number conceptual knowledge and self-reported measures of math interest. Situational interest and selfefficacy were measured within the game environment. Results indicated that situational interest and learning outcomes were positively related. Furthermore, self-efficacy, as well as math interest, were positively related to situational interest.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Situational interest</kwd>
        <kwd>game-based learning</kwd>
        <kwd>learning</kwd>
        <kwd>self-efficacy</kwd>
        <kwd>individual interest</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        At the beginning of the 21st century, digital
games were seen as an instructional method that
could prominently change the way we see
instruction [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Drawing from the experiences of
how people interact with commercial games, it
was postulated that using games designed to
enhance the quality of instruction, referred to as
game-based learning, would be an engaging, fun,
and novel method that can respond to digital
natives' learning preferences and ways of thinking
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. In other words, digital game-based learning
was argued to be an effective and interesting
instructional method for students who have grown
up in the digital era.
      </p>
      <p>
        To convert requirements of the curriculum to a
novel instructional environment requires
extensive research, evidence-based justifications,
and new assessment methods tailored to the
requirements of the novel environment. During
the past decades, scholars have made tremendous
efforts justifying game-based learning as a
prominent instructional method that could answer
the needs of modern society [e.g., 2]. Supporting
propositions of [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], recent meta-analyses have
provided evidence that game-based learning is an
effective instructional method that can add value
exceeding conventional instruction [
        <xref ref-type="bibr" rid="ref3 ref4">3, 4</xref>
        ].
      </p>
      <p>
        Although game-based learning environments
are designed to trigger learners’ interest,
surprisingly the role and meaning of interest in
game-based learning process has not been studied
sufficiently yet. In fact, none of the recent reviews
or meta-analyses on game-based learning have
featured interest as a topic, sub-topic, or
moderator in analysis [e.g., 2, 3, 4]. Moreover, [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]
review of the theoretical foundations in
gamification, serious games, and game-based
learning show that only four studies were based
on interest theories, whereas self-determination
theory was utilized in 82 studies and flow theory
in 47 studies. However, ample research evidence
from studies conducted in non-game-based
learning environments indicate that interest is an
important motivational factor that substantially
contributes to learning and motivation [e.g., 6].
Since interest can be dependent on specific
environmental stimuli, it is important to examine
the role of situational interest also in game-based
learning as a way to advance our understanding of
motivational mechanisms in game-based learning.
1.1.
      </p>
    </sec>
    <sec id="sec-2">
      <title>The role of interest in learning</title>
      <p>
        Being interested in something is a powerful
psychological state that can substantially affect
learning and motivational outcomes. In fact,
several motivational questionnaires, such as
intrinsic motivation scales [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] and ARCS -model
related scales [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], feature interest as a part of the
construct. However, interest differentiates from
other motivational constructs as it is always
content-dependent [
        <xref ref-type="bibr" rid="ref10 ref9">9, 10</xref>
        ].
      </p>
      <p>
        All individuals are hardwired to develop and
experience interest at any age and in many
contexts [
        <xref ref-type="bibr" rid="ref11 ref12">11, 12</xref>
        ]. According to prominent interest
theories, interest is the outcome of an interaction
between a person and environmental stimuli [
        <xref ref-type="bibr" rid="ref13 ref6">13,
6</xref>
        ]. If the interest is predominantly influenced by
the interaction with specific environmental
stimuli it is called situational interest [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
Situational interest is a psychological state
associated with increased attention, effort,
enjoyment, and concentration while engaging
with particular content [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. In instructional
settings, this state reflects the learner's interest
towards for example mathematics, but also how
the learning material is presented [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Therefore,
situational interest is always enhanced by the
interaction with a combination of the features of
the learning environments [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. A person’s
interaction with these features is affected by past
experiences that, partly, determine reactions to
these features and thus experienced interest [
        <xref ref-type="bibr" rid="ref10 ref15">10,
15</xref>
        ]. In particular, past research has identified
individual interest, representing an individual’s
enduring trait-like interest [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], and self-efficacy,
representing an individual’s beliefs of how they
will perform in certain tasks [
        <xref ref-type="bibr" rid="ref16 ref17">16, 17</xref>
        ], as factors
determining how interaction with the learning
environment are experienced and whether
situational interest is enhanced or not [
        <xref ref-type="bibr" rid="ref18 ref19">18, 19</xref>
        ].
Theoretically, the expectancy-value model of
achievement choices [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] posits that expectations
of success (consisting partly of self-efficacy) and
subjective task value (consisting partly of
individual interest) directly influence engagement
with the task and, thus, how situational interest is
experienced. Therefore, individual interest and
self-efficacy can be seen to efficiently reflect the
key factors influencing situational interest.
      </p>
      <p>
        Previous investigations in non-game-based
learning contexts found that situational interest
affects the learning process by enhancing
cognitive and affective components [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. That is,
enhanced situational interest can result in
increased engagement [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ], attention [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ],
persistence [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ], and lead to improved learning
[
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. Moreover, situational interest, if maintained,
may develop into individual interest, which can
have a major influence on one’s later learning
experiences and outcomes [
        <xref ref-type="bibr" rid="ref11 ref6">6, 11</xref>
        ]. Although
situational interest appears to be a powerful
supporter of learning, its role in game-based
learning environments may be more multifaceted.
      </p>
    </sec>
    <sec id="sec-3">
      <title>1.2. Game-based interest learning and</title>
      <p>
        Game-based learning is expected to, by design,
increase students’ situational interest, as it often
features several potential triggers of interest [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ].
An examination based on [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ] suggestions for
potential triggers of interest (highlighted with
italics below) shows that this claim is well
supported on a theoretical level: digital
gamebased learning is a relatively novel instructional
approach, which provides challenge [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ], induces
emotions [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ], and provides possibilities for
group work [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ] and trying out new roles that
make it possible to identify oneself as a character,
thereby creating ownership [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. In addition,
digital game-based learning environments usually
use incentive structures, such as stars, points,
leaderboards, badges, and trophies, as well as
game mechanics that can trigger and help
maintain interest [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. In fact, [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ] found that, in
12 of 14 studies, students reported more interest
in simulation and gaming activities than in
conventional classroom activities. More recently,
[
        <xref ref-type="bibr" rid="ref29">29</xref>
        ] found that students’ situational interest was
higher in a game-based writing intervention group
than in a non-game-based online writing
environment. In addition, [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ] demonstrated that
game-based learning can be used to increase
interest in learning mathematics. Based on these
theoretical and empirical considerations, it
appears that digital game-based learning is a
learning environment that features several
characteristics that foster interest and the unique
combination of these characteristics is not usually
found in other instructional environments.
Accordingly, game-based learning may be an
ideosyncratic learning environment regarding
situational interest.
      </p>
      <p>
        Situational interest may have similar
manifestations and influences in game-based
learning than in non-game learning environments.
Studies have shown that interaction with the
mechanics of game-based learning environments
has a significant effect on situational interest. For
example, manipulation of game mechanics [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ] or
scaffolding [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ] affected situational interest.
Moreover, [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ] demonstrated that, in game-based
math learning, individual math interest was
positively related to situational interest, and [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ]
showed that self-efficacy is positively related to
situational interest in game-based learning.
However, past research shows mixed results
regarding the relation between situational interest
and learning in game-based learning. [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ] found
that situational interest was positively related to
learning, but [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ] found no relation between
interest and learning. Moreover, [
        <xref ref-type="bibr" rid="ref36">36</xref>
        ] reported that
situational interest was positively related to the
post-test score, however, [
        <xref ref-type="bibr" rid="ref37">37</xref>
        ] did not find such a
relation. Based on these considerations, it is
important to advance our understanding of the
relation between situational interest and learning
in game-based learning.
1.3.
      </p>
    </sec>
    <sec id="sec-4">
      <title>The present study</title>
      <p>Given the unique motivational characteristics
of game-based learning environments, and the
influence of environmental features on situational
interest, examining the role of situational interest
in game-based learning will add valuable insight
into the components influencing the effectiveness
of game-based learning. This study contributes to
the current body of literature on game-based
learning and situational interest by investigating
how situational interest and learning are related
and how individual math interest and self-efficacy
are related to situational interest. Accordingly,
three research questions are examined:</p>
      <p>1. What is the relation between situational
interest and learning in game-based math
learning?</p>
      <p>
        According to previous research findings
situational interest can lead to enhanced
engagement [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ], attention [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ], and persistence
[
        <xref ref-type="bibr" rid="ref21">21</xref>
        ] all of which are important factors
contributing to learning. In fact, results from
different instructional settings, for example,
computer simulation [
        <xref ref-type="bibr" rid="ref38">38</xref>
        ], problem-based
learning [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ], and interactive exhibitions in
museums [
        <xref ref-type="bibr" rid="ref39">39</xref>
        ] suggest that situational interest and
learning are positively related. However, in the
game-based learning domain, the study results are
mixed [
        <xref ref-type="bibr" rid="ref32 ref35 ref36 ref37">35, 36, 37, 32</xref>
        ]. As most of the research
evidence suggests positive relation, we expect that
situational interest and learning to be positively
related in game-based math learning (H1).
      </p>
      <p>2. What is the relation between situational
interest and math interest in game-based math
learning?</p>
      <p>
        Studies conducted in different instructional
settings show that individual interest is positively
related to situational interest [e.g., 23, 18]. In
game-based math learning, [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ] found that high
individual interest in math was related to high and
maintained situational interest during the
gameplay. Thus, we expect individual math
interest and situational interest to be positively
related in game-based math learning (H2).
      </p>
      <p>3. What is the relation between situational
interest and self-efficacy in game-based math
learning?</p>
      <p>
        Studies conducted in different instructional
settings show that self-efficacy is generally
positively related to situational interest [
        <xref ref-type="bibr" rid="ref38">38</xref>
        ].
However, [
        <xref ref-type="bibr" rid="ref40">40</xref>
        ] found contradictory results;
students' initial high self-efficacy predicted a
decrease in students’ situational interest. In
gamebased learning context, [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ] found that initial
mastery experience (i.e., self-efficacy) in a
dancing game positively correlated with
situational interest. Accordingly, we expect
selfefficacy and situational interest to be positively
related in game-based math learning (H3).
1.4.
      </p>
      <p>Participants
98 (49 female, 49 male) Finnish 7th grade
students (M = 13,2 years, SD = 0.36) from nine
schools participated in the study. The nine schools
were from varying socioeconomic status (SES)
areas from a city located in southern Finland. All
participants had parental permission to participate
in the study. Ethical board and municipality
approval were granted for this study. Only
participants who had completed the pretest and
finished at least two game-worlds were included
in the study.
non-symbolic rational number estimation tasks
and basic arithmetic with non-symbolic rational
numbers. The third game world included mainly
cross-notation tasks aimed at developing an
understanding of the relation between notations.</p>
    </sec>
    <sec id="sec-5">
      <title>1.5. Description</title>
    </sec>
    <sec id="sec-6">
      <title>Trace -game of the</title>
    </sec>
    <sec id="sec-7">
      <title>Number</title>
      <p>
        The Number Trace game is based on the
number line estimation task, in which students
estimate the spatial position of a target number on
a horizontal number line (e.g., where does 3/7
locate on a number line ranging from 0 to 1) [
        <xref ref-type="bibr" rid="ref41">41</xref>
        ].
Number line-based instruction has been an
effective instructional method to support
conceptual rational number understanding [
        <xref ref-type="bibr" rid="ref42 ref43 ref44">42,
43, 44</xref>
        ] and it is also successfully applied in
gamebased learning [
        <xref ref-type="bibr" rid="ref45 ref46">45, 46</xref>
        ]. In the game, the player
controls a dog on a number line and tries to find
bones hidden in the ground. The location of the
bones is determined by a given magnitude of a
rational number (a target number). Different kinds
of representations can be used as target numbers
(e.g., symbolic, and non-symbolic fractions,
mixed numbers, decimals, whole numbers, and
equations).
      </p>
      <p>
        The game was designed to support the
development of 7th graders’ rational number
understanding based on the Finnish national core
curriculum and theories of adaptive expertise with
rational numbers [
        <xref ref-type="bibr" rid="ref47">47</xref>
        ]. Figure 1 shows three types
of tasks featured in the game: i) basic number line
estimation, ii) unbounded number line estimation,
and iii) number line-based arithmetic tasks. The
unbounded number line has no labeled endpoint,
but a single unit distance (e.g., 0–1/4; see Figure
1 bottom) in addition to the start point [
        <xref ref-type="bibr" rid="ref48">48</xref>
        ].
Different combinations of rational number
representations and task configurations were used
to support a deep understanding of rational
number properties as well as foster situational
interest. For example, figure 1 shows an example
of an unbounded number line estimation task that
includes cross-notation (fractions and decimals)
and an example of a non-symbolic addition task.
      </p>
      <p>The game consisted of three game worlds, with
six, seven, and eight levels, respectively. Each
level consisted of ten tasks, and the students could
complete each game level only once. The first
game world included symbolic fraction and
decimal number tasks that were designed to
strengthen students’ basic rational number
understanding. The second game world included</p>
      <p>The students received immediate feedback for
their answers. The player lost virtual energy for
inaccurate estimates and was provided emotional
feedback – the dog avatar was upset. In the case
of accurate estimates, students scored points
based on their estimation accuracy, and emotional
feedback was provided – the dog avatar was
happy. Delayed feedback was provided after
completing a level – students could earn one to
three stars based on their performance.</p>
      <p>To further support learning and to foster
situational interest, the game provided scaffolds,
and dynamic difficulty adjustment. Scaffolds
were provided after inaccurate answers and
several different scaffolding mechanics were
utilized. For example, reduction of the fraction to
the smallest common factor [35, for more details].
Both adaptive and fixed scaffolding was used. The
adaptation was based on students’ previous
performance in similar tasks. If the game did not
have enough performance data on a certain task
type, fixed scaffolding was used instead. Unlike
adaptive scaffolds, fixed scaffolds were always
shown after an inaccurate answer and the used
scaffold mechanic was the same for all students.
In contrast to scaffolding, dynamic difficulty
adjustment was used to provide an extra challenge
to well-performing students. For example, the
challenge was increased by augmenting the tasks
with mathematical traps that had to be avoided
(locations shown with rational numbers).
1.6.</p>
    </sec>
    <sec id="sec-8">
      <title>Measurements</title>
      <p>The computer-based pre-and post-tests were
conducted in regular classrooms by the members
of the research team. The items measuring rational
number understanding had a fixed time limit.</p>
      <p>Pretest and posttest scores were calculated as
the average of the correct answers. Pre-and
posttests included 34 items. Eight number line
estimation tasks; four items on a 0-1 number line
and four items on a 0-5 number line. Both of these
featured two decimal and two fraction tasks.
Students’ answer was scored as correct if the
accuracy was over 92% in number line 0-1, and
over 90% in number line 0-5. Eight conversion
tasks (convert 3/5 to a decimal number or convert
0.4 to a fraction number); four items of the
fraction to decimal conversions and four items of
decimal to fraction conversions. Six ordering
tasks (arrange 0.5; 1/4, 5/7, 0.356 in order from
smallest to largest). Twelve rational number
arithmetic procedures tasks (e.g., 1/4 × 4; 0.5 ÷ 2).
The reliability for the pretest was good
(Cronbach’s α = .80), and the reliability for the
post-test was acceptable (Cronbach’s α = .76).
The learning variable was calculated by
subtracting the average of pretest scores (M = .53,
SD = .22) from the average of post-test scores (M
= .63, SD = .20).</p>
      <p>Math interest was measured during the pretest
with a scale derived from the TIMMS test [49].
The scale included nine statements about
students’ attitude towards learning mathematics.
Reliability for the scale was high (Cronbach’s α =
0.93). The math interest variable was calculated
as the average value of the scale items.</p>
      <p>In-game measurement was used to assess
learners’ self-efficacy and situational interest
during the gameplay [35, for more details]. This
tool utilized core game mechanics, which
presumably allowed learners to maintain game
flow without interruption.</p>
      <p>Situational interest was measured six times
during the intervention: at the end of the 1st, 4th,
5th, 7th, 10th, and 11th game level. The students
answered the question: “How interesting did you
find the tasks in this game level” on a continuous
scale from 0 to 5 (Figure 2). The situational
interest variable was calculated as an average
value of the situational interest measurements.
Test-retest approach (Spearman's rank correlation
coefficient) was used to evaluate the reliability of
the repeated one item situational interest measure.
The reliability of situational interest was
evaluated based on two pairs of situational interest
measuring points (levels 4 and 5; levels 10 and 11)
that included similar tasks with respect to math
content. Test-retest reliability ratings for pairs of
situational interest measures were .80 and .59
(indicating good and acceptable reliability,
respectively), Overall, these ratings indicate
acceptable reliability considering the
contentdependent nature of situational interest, and the
small variation in the scale.</p>
      <p>Self-efficacy was measured at the beginning of
each of the two-game worlds. Students answered
the question: “I will certainly perform well on the
forthcoming tasks.” on a continuous scale from 0
to 5. Self-efficacy was calculated as an average of
the self-efficacy measurements. Test-retest
reliability rating for self-efficacy was .63. This is
acceptable when considering that the first
measure was authored before the participants had
played the game and the second when participants
had experience with the demands of the game.</p>
      <p>The study was conducted in mathematics
lessons during regular school days. The pre- and
post-tests were administered by the members of
the research team. The pretest was carried out a
week before the start of the intervention and the
posttest was conducted a week after the
intervention. The teachers were asked not to teach
rational numbers during the study. The students
played the Number Trace -game for three
45minute sessions within a two-week period.</p>
    </sec>
    <sec id="sec-9">
      <title>2. Results</title>
      <p>Descriptive statistics and correlations are
shown in Table 1.
.23*
3.49
.95
1 - 5
-.39
.00</p>
      <p>Table 1 shows that situational interest and
learning were positively related in game-based
math learning, thus H1 was confirmed. A multiple
regression analysis was conducted to examine
whether math interest and self-efficacy were
uniquely related to situational interest. Together
math interest and self-efficacy explained 38% of
variance in situational interest, F(2, 95) = 29.13, p
&lt; .001. Math interest was positively related to
situational interest (β = .26, p &lt; .05) after
controlling for self-efficacy, thus confirming H2.
Self-efficacy was positively related to situational
interest (β = .48, p &lt; .001), after controlling for
math interest, thus H3 was confirmed.</p>
    </sec>
    <sec id="sec-10">
      <title>3. Discussion, conclusion limitations and</title>
      <p>
        This study examined the relation between
situational interest and learning and how
individual math interest and self-efficacy relate to
situational interest in game-based learning. As
expected, situational interest and learning were
positively related. Our results indicate a similar
moderate positive relation between situational
interest and learning as found previously in
problem-based and experiential learning
environments [
        <xref ref-type="bibr" rid="ref23 ref39">23, 39</xref>
        ]. Regarding the previous
mixed results in the game-based learning context,
our result supports the finding of [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ] who found
a positive relation between learning and
situational interest. One reason for the mixed
results reported in previous studies can be the
differences between measurement methodologies.
Similar to the present study, [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ] measured
situational interest within the game, while studies
measuring situational interest after the game
reported a non-significant relation between
situational interest and learning [
        <xref ref-type="bibr" rid="ref32 ref37">32, 37</xref>
        ]. This
might suggest that measuring situational interest
within the game, reflects the fluctuating nature of
situational interest better than post-game
measurement. Future studies should examine
differences between the measurement
methodologies of situational interest.
      </p>
      <p>
        Based on our results, we cannot determine if
situational interest is an outcome or antecedent of
learning, or both. For example, situational interest
may influence learning by enhancing attention,
concentration, and persistence [
        <xref ref-type="bibr" rid="ref21 ref22">21, 22</xref>
        ]. On the
other hand, learning may affect situational
interest, for example, by creating a positive mood
that increases situational interest [
        <xref ref-type="bibr" rid="ref19 ref32">19, 32</xref>
        ]. The
most plausible explanation might be that both of
these arguments are true and there is a reciprocal
relation between situational interest and learning.
      </p>
      <p>
        Consistent with previous studies [
        <xref ref-type="bibr" rid="ref18 ref23 ref33 ref34">18, 23, 33,
34</xref>
        ], situational interest was positively related to
both math interest and self-efficacy. However, the
relation between math interest and situational
interest was relatively low in the current study.
This might indicate that students’ math interest
mainly reflects students’ previous experiences of
non-game-based learning environments, and it
does not profoundly reflect the situational interest
experienced in the game-based learning
environments. On the other hand, students’
individual interest mathematics in general may
differ from their individual rational number
interest in a particular learning context.
Nevertheless, situational interest experienced in
the game-based learning environments might be
more related to the interestingness of the game
than the instructional content itself. However, as
this study does not give a direct answer for this
conjecture, future studies should examine sources
of situational interest more exhaustively in
gamebased learning.
      </p>
      <p>It is important to consider the limitations of
this study. The intervention was carried out in an
authentic classroom setting and thus it is probable
that several students did not manage to complete
all the required game levels to be included in the
analysis. We could not identify the reasons why
some students did not manage to complete the
game. However, we can assume some reasons: a)
the game may have featured too many rational
number tasks for the students and they may not
have had the competence and persistence to
complete the levels in the allocated time, b) the
students’ slow progress in the game may have
been the result of low interest in the content, in
game-based learning, or in the game genre,
graphics, or user interface, c) as the intervention
was carried out with computers, technological
problems (bad network, updates, etc.) may have
caused some students to not complete the required
levels. In any case, the sample with adequate data
was lower than expected. Therefore, we could not
use growth curve modelling and all situational
interest and self-efficacy measurements were
collapsed into sum variables. This restricted our
analyses but permitted us to formulate a general
overview of this phenomenon with a sufficient
sample size. Moreover, the study design restricted
making any causal inferences. Therefore, future
research should investigate the reciprocal relation
between situational interest and learning.</p>
      <p>
        Despite these limitations, the results of this
study increase our understanding of the role of
situational interest in game-based learning and
thus advance our understanding of components
affecting the effectiveness of game-based
learning. Specifically, situational interest and
learning outcomes are related in game-based
learning. Furthermore, the results indicate that the
relation between math interest and situational
interest was relatively low. This suggests, that the
game designers should not only focus on
improving the mere learning outcomes of the
games, but also consider how game-based
learning can be utilized to spark interest in
students who do not find learning of the topic
otherwise interesting. For example, if we can
spark students’ interest in game-based math
learning, this can possibly enhance their interest
also in non-game-based math learning [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] and
thus make students realize their full learning
potential [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
      </p>
    </sec>
    <sec id="sec-11">
      <title>4. Acknowledgements</title>
      <p>This research was funded by the Academy of
Finland (grant numbers 326618, and 310338) and
the Strategic Research Council (SRC) established
within the Academy of Finland (grant number
336068).</p>
    </sec>
    <sec id="sec-12">
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