The current study examined the impact of agency on college
students’ emotions and learning during gameplay with CRYSTAL
ISLAND, a game-based learning environment designed to foster
microbiology learning. 96 undergraduate students (59% female)
from a large North American university participated in the study.
Participants were randomly assigned to one of three experimental
conditions (i.e., full agency, partial agency, no agency), based on
the level of control granted during gameplay, and were asked to
uncover the source, identity, and best treatment for a mysterious
illness. Results revealed participants in the partial agency
condition achieved the highest (pre- to post-test) proportional
learning gain (PLG), even when controlling for session duration.
Additionally, there was a positive correlation between evidence
scores of four emotions (anger, fear, confusion, and frustration)
and PLG within the partial agency condition—meaning the
higher the evidence of the above emotions, the higher the PLG.
Further, a stepwise multiple regression showed anger as the sole
predictor of PLG. Results from this study have important
implications for understanding the role of autonomy and
emotions during learning and problem solving with GBLEs
designed to foster scientific thinking in STEM. The current study
suggests that although GBLEs offer significant learning benefits,
they also induce several emotions that can facilitate or inhibit
learning gains, requiring further examination.