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Game-Based Learning

This document discusses a study that investigates the effects of game-based learning on student academic growth. It defines game-based learning as combining educational content with game elements to engage and motivate students. The study evaluates how game features like goals, rules, feedback contribute to learning outcomes. Previous research found games can develop cognitive skills and foster active, engaged learning compared to traditional methods. The study aims to determine how game-based learning facilitates students' mastery of curriculum content.

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0% found this document useful (0 votes)
499 views16 pages

Game-Based Learning

This document discusses a study that investigates the effects of game-based learning on student academic growth. It defines game-based learning as combining educational content with game elements to engage and motivate students. The study evaluates how game features like goals, rules, feedback contribute to learning outcomes. Previous research found games can develop cognitive skills and foster active, engaged learning compared to traditional methods. The study aims to determine how game-based learning facilitates students' mastery of curriculum content.

Uploaded by

Sarah Tolson
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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GameBasedLearning:AnInvestigationofAcademicGrowth

TheUniversityofSouthCarolinasEducationalTechnologyProgram
EDET780ResearchSeminarinEducationalTechnology

May29,2014
DavidCorso
ChrisHumphreys
SarahTolson

Abstract

Gamebasedlearningisadevelopingfieldthatfacilitateslearningintheclassroom.

Gamebasedlearningincorporatesanumberofdesignfeaturesthathelpeducatorspresent
materialandcontentinaninteractiveandengagingway,andgamebasedlearninghelpsdrive
studentmotivationandmastery.Games,play,videogames,andvideogameplayuseavariety
oftools,elements,andfeatures,andthisstudyinvestigateshowthesefactorscontributeto
studentlearning,academicacquisition,andadherencetocurricularstandards.

Introduction
Traditionalclassroomenvironmentsstruggletoengageandmotivatestudents.Whether
itsmorningmathlessonsorsocialstudiesattheendoftheday,studentsbecomedetached
fromthelessonandthematerial,andwhenstudentsdisengagefromtheteacherandthe
classroom,theyhavedifficultyconnectingwiththeinformationandunderstandingthecontent.
Fortunately,newresearchandtechnologyareinvestigatingwaystoengageandmotivate

studentlearningaswellasdriveclassroominvolvement,energy,andvalue.Gamesandplayare
beingincorporatedintotheclassroomasgamebasedlearningtocaptivateandfocusstudents.
Gamebasedlearningcomesinavarietyofforms,andsomeformsaremoresuccessfulat
educatingstudentsthanothers.Somesettingsusegamesasmotivationforstudents,butdonot
incorporatethelearningaspectofgamebasedlearning:Onereasonforthisunsuccessful
hybridisthatdesignershavetakenachocolatecoveredbroccoliapproachinwhichthegaming
elementisarewardforcompletingtheeducationalcomponent.Educationalgamesneedtobe
designedinawaythatallowsforthelearningmaterialtobedeliveredthroughthepartsofthe
gamethataremostmotivating(Habgood,Ainsworth,&Benford,2005&Bruckman,1999,as
citedinTranetal.,2012,p.1).Thisstudyinvestigatestheroleofgamebasedlearningon
elementaryschoolstudents,anditevaluateshowelementsofgamebasedlearningfacilitate
masteryofcontentandadherencetocurriculum.

GameBasedLearning
Gamebasedlearningisthecombinationofeducationalcontentandgamicproperties,
anditworkstomirrorandimproveupontheeducationalresultsoftraditionallearningmethods
(Prensky,2001).Atthecoreofgamebasedlearningisagameandgamicproperties.Agameis
anymentaland/orphysicalactivitythatisdefinedbygoals,rules,challenges,afeedback
system,voluntaryparticipation,andresultsinaquantifiableoutcome(Game,n.d.McGonigal,
2011Salen&Zimmerman,2004).Digitalgamebasedlearningisatechnologicaladvancement
ofgamebasedlearning,anditisthemarriagebetweeneducationalcontentandvideogames
(Prensky,2001).Avideogameisacomplexformofdigitalmediathatincorporatesgamic
properties,anditrequirestheactiveinteractionbetweenahumanandcomputer(Galloway,
2006WardripFruin,2009).

Games,videogames,gamebasedlearning,anddigitalgamebasedlearningcomein
differentshapesandflavorshowever,theyinherentlypossessfundamentalfeaturesthatcanbe
designedandunderstood.Thesefeaturesincludetheplayer(s)ofthegame,i.e.whoisthe
decisionmakerthatinteractswiththesystemthepurpose(s)ofthegame,i.e.thereasonforthe
gamesexistencetheprocedure(s)ofthegame,i.e.whatactionsandmethodsguidetheplayer
andhelphim/heracquireskillstherule(s)ofthegame,i.e.whatboundarieslimitandcontrolthe
playersbehaviortheresistance(s)ofthegame,i.e.theuncertainty,opposition,tension,and
conflicttheplayerexperiencestheresource(s)ofthegame,whatobjects,attributes,andstates
theplayeracquiresandusesthefeedback(s)ofthegame,i.e.howthesystemevaluatesand
respondstoplayeractionsandfinallytheformat(s)ofthegame,i.e.thegames
blackboxformalelementsandthephysicalenginethatcontainsthegame(Dignan,2011
Fullerton,2008).Thecombinationandmanipulationofthesepropertiescreateaunique
experiencethathasaffectsstudentsinvariousways.

ExamplesofGameBasedLearning
Gamebasedlearningoccursthroughnondigitalgames,liketheWorldPeacegame,
throughdigitalgames,likeWiiSports,ingamefocusedschoolsystems,likeQuesttoLearn
schools,withgamicelements,likeavatarrepresentationandexperienceacquisitionin
Classcraft,andthroughanumberofdifferentmethodologies.Forexample,thereareelaborate
videogameslikeSimCitythatimmerseplayersinaworldofchallengewhereinplayersactively
solveproblemsandreflectoverthedynamicsofprocesses.Alternatively,therearebrainfitness
gameslikeMathBlasterthatprovideminitasksforplayerstopracticeinarinseandrepeat
fashion(Green,2012Ito,2009).Educatorscanusegamestoteachspecificlessonslike
fractionsinWiibowling,explorethecomplexdynamicsofmicroworldslikeCivilization,build

interestandengagementonatopicsuchashistorythroughAgeofEmpires,andpractice
specificskillssuchasengineeringandmanagementabilitiesinRollerCoasterTycoon(Foster,
2009Winner,2014VanEck,2006).Asgamebasedlearningcontinuestodevelop,game
designersarecreatingvideogamesforspecificcoursesandcontent,suchasIndustryGiantII
forbusiness,Zapitalismforeconomics,andVirtualUformanagement(Blunt,n.d.).Gamebased
learningincorporatestheseeducationalparadigms,i.e.childrenssoftware,learninggames,and
edutainment,tocreateasiteoflearning(Ito,2009).

TheEffectsofGameBasedLearning
Gamebasedlearningbringsapricelessphenomenontotheclassroom:play.Play
requiresaparticipanttovoluntarilyinteractwithagame,andthroughhisorhervoluntary
participation,theplayerentersamagiccirclethattransformstheactivityintoentertainmentand
recreation(Huizinga,1955).Throughplay,theclassroomexperiencebecomesfun.Playis
enjoyable,anditisbiologicallyencouraged.Humanbrainsarewiredtomotivateexplorationand
learninginthemomentinonesimmediateexperience(Dignan,2011).Gamebasedlearning
promotesstudentexplorationandlearningbymotivatingstudentstointeractwiththeircurrent
situation,i.e.thegame,andasDignanandotherresearcherspointout,gamesarelearning
enginesthattrainanddevelopplayers(2011).
Onewaygamesandvideogamesdevelopplayersisthroughcognitivedevelop.
Cognitionistheabilitytothink,andcognitiveabilitiesincludementalprocessesinvolvedin
thinking,likememory,attention,language,andproblemsolving(Goldstein,2011).Various
aspectsoflifetrainanddevelopcognitiveabilities:reading,writing,cooking,driving,ridingabike,
andplayingasporttonameafew.Inordertobesuccessfulinlifesactivitiesandinan
educationalsetting,studentsneedtotrainanddeveloptheircognitiveabilities.Gamesandvideo

gamestrainanumberofcognitiveskills(Croisile,2007Gentileetal.,2012Green&Bavelier,
2012Green&Bavelier2006Green&Bavelier,2003Mayasetal.,2014Oei&Patterson,
2013),andbydevelopingthesecognitiveskills,studentscanmastereducationalcontent(Boyan
&Sherry,2011).
Masteryreferstotheexpertperformanceorliteracyofanindividual,anditoccursthrough
deliberatelearningandpractice(Ericssonetal.,1993).Deliberatelearningconsistsofthreekey
components:settingspecificgoals,obtainingimmediatefeedback,andconcentratingasmuch
ontechniqueasonoutcome(Levitt&Dubner,2009).Gamebasedlearningencourages
deliberatelearningbecauseitprovidesplayerswithanengaginglearningenvironmentthat
motivates,providesfeedback,anddevelopsproblemsolvinganddecisionmakingskills.
Throughacyclicalprocess,gamespromotevolitionthewilltodosomethingandfacultythe
abilitytodoitwhichdrivedeliberatelearning,whichinturndevelopstudentmotivationand
mastery,andultimately,providethestudentwiththewillandabilitytocontinuetotrain(Dignan,
2011).
Games,videogames,andgamebasedlearningcanbecreated,modified,andintegrated
withinstructionalstrategiesforspecificoutcomes,likefosteringactivelearners(VanEck,2006).
Activelearnersembarkonaprocessofdiscoverythroughvideogameplay,allowingstudentsto
developtheirownunderstandingandconceptofbothcontentandenvironment.Studentsare
morelikelytoremembertheirexperiencesandbeabletoconnectthemtofuturesituationsand
aremorelikelytoengageandinvestinthelearninggoalsandoutcomespresentedbythegame
(Barab,Barnett,&Squire,2002&Gee,2004,ascitedbyBlunt,n.d.,p.4).Bluntreferencesthree
researchstudieswithsimilarfindings:studentsusinggamestoreinforceconceptslearnedin
classscoredhigheronassessmentsthantheircounterpartswhodidnotusegamebased
learning.Thedataalsoshowedthattherewasnodiscrepancybetweentheeffectof

gamebasedlearninganditsadvantagesbetweengendersorethnicgroupswhenitcametoa
givenassessment.AsFishman&Aguilarstate,goodgamessucceedbecausetheytapintoour
deepseateddesiretolearnandbeengaged(Gee,2003,ascitedinFishman&Aguilar,2012,p.
111).Goodgamespromoteselfefficacy,andaslearnersexperimentandplaythroughagame,
theylearnthatfailure,i.e.restartinganactivityorlevel,isanecessarycomponentofthe
experience.Byplayingthesegames,studentsgainconfidenceandbegintakingrisksinaswell
asownershipoftheireducation.
Games,play,andgamebasedlearningaffectplayersmentallyandphysically.Froma
psychologicalperspective,theymakelearningmoreaccessible:theypresentinformationina
varietyofways,provideseveralwaystoplanandperformtasks,andmotivateandengage
players(AboutUDL,n.d.).Fromaphysicalperspective,theyaffectseveralareasinthebrain:
sensoryandrecognitionareassuchasthevisualcortex,theauditorycortex,andthe
somatosensorycortex,strategyandexecutionregionslikethepremotorcortex,themotor
cortex,andtheprefrontalcortex,aswellasrewardcentersandaffectivenetworkssuchthe
basalganglia,thelimbicsystem,andstructuresinthemedialforebraincircuit(Gazzaniga,2009
Goldstein,2011Kalat,2013Linden,2011).Inotherwords,games,play,andgamebased
learningusetheentirebraintolearn,andmorebraininvolvementmeansmoreinteractionand
engagementwiththeimmediateexperience.
Gamebasedlearningmakesinformationinteractive,whichallowsaplayertorecognize
andunderstandthatinformationinapersonalway(Figure1Column1).Allowingplayersto
recognizeandunderstandobjects,controls,andothergamicpropertiesisanimportantand
easilyemployablecharacteristicofgamebasedlearning.Asplayerslearn,plan,andexecute
physicalandmentaltasks,theymakechoicestoachievegoalsandobjectives,whichreflect
whattheyknowandhowtheyexpressthatknowledge(Figure1Column2).Eachactionis

coupledwithfeedback,whichpromotesdeliberatelearningandmasterytowardsthetaskat
hand.Whensuccessful,feedbackprovidesgratificationforactionsexecutedattherighttime
witharewardforeachaccomplishment.Bygivingplayerssmallandfrequentrewards,they
maintainaconstantlevelofinterest,anditinstillsinthemselfbeliefandconfidencetoachieve
largergoals(Figure1Column3).Studentsshowgreaterattentiontolearningwhentheyhave
clearandspecificgoalsincludingbothshortandlongtermeducationalgoals(Garris,etal.
2002,ascitedinAlkhafajietal.,2012,p.51).Gamebasedlearningischallengingandrewarding,
andgamebasedlearningresearchhasshownthatstudentchoicehasapositiveimpacton
motivationandengagement(Fishman&Aguilar,2012).AsGabeZichermannasserts,
statusnotcashisthebestreward.Introducingskilllevelsencouragespositivecompetition,
anditreducesthefearoffailurebecausestudentsskilllevelscanonlyincrease(Moth,2012).

Figure1:TheUniversalDesignforLearningGuidelinesdepictthreemainprinciples:
Representation,Action,andEngagement.
7

ColumbiaUniversityresearchersLee&Hammerpointout,Gamificationattemptsto
harnessthemotivationalpowerofgamesandapplyittorealworldproblemssuchas,inour
case,themotivationalproblemsofschools(ascitedinArora,2013).Inordertobeeffective,
gamesshouldchallengestudents.Ifthegameistooeasy,studentswillbecomebored.Ifthe
gameistoodifficult,studentswillbecomefrustrated.Effectivegamesallowstudentstowinbya
smallmargintokeepthemengaged.(Alkhafajietal.,2012).Teacherscanpersonalize
instructionandassessknowledgethroughgamebasedlearning,whichprovidesthemwith
usefuldataontheirstudents(Millstone,2012).Gamebasedstrategiescanbeappliedto
assignmentsandassessmentsasapurposetoengageandmotivatelearners.Whenstudents
havechoiceofandcontrolovertheirassignments,researchshowsthatstudentsare
encouragedtoworkharder.Forexample,aneducationcourseusedexperiencepointsfor
assignmentsthatweregivenandskillpointstoincreasetheirgrades.Ifstudentslostpoints,
suchasformissingaclassorassignment,theycouldselectassignmentsontheirowntoearn
enoughpointsfortheirdesiredgrade.Inotherwords,studentsworkedtoearnthegradethey
wantedbyobtainingextrapointsthatbumpedtheirgrade.Theresearchshowedthatstudents
greatlyenjoyedthisgameinspiredgradingsystemandmanyworkedharder(Fishman&Aguilar,
2012).

ResearchQuestion
Thisstudyisinterestedinfindingouthow:

Gamesandvideogamescanhelpplayerslearnacademiccontent.

Gamebasedlearningdrivesstudentactivityandifstudentslearnmorethan,lessthan,or
asmuchastraditionalmethods.

Gamebasedlearningandvideogameseducatestudentsoncurricularcontentand
lessons.

Gamebasedlearningengagesandmotivatesstudentsinaproductive/meaningfulway.

Wehypothesizethat:
1. Gamesandvideogameswillhelpplayerslearnandrecallmoreacademiccontent.
2. Gamebasedlearningwilldrivestudentactivitythestudentswilllearnmorethan
studentslearningwithjustatraditionalmethod.
3. Gamebasedlearningandvideogameswilleducatestudentsoncurricularcontentand
lessons,whileenforcingconceptsstudiedwithintheclassroom.
4. Gamebasedlearningwillengageandmotivatestudentsinameaningfulway,makingthe
contentmoreenjoyableandrelevanttothelearners.

Methods
Thisstudywillinvestigatetheuseofgamebasedlearningthroughaquasiexperimental
setupthatinvestigatestheeffectsofgamebasedlearningonstudentachievementand
engagement.AschoolinPseudoCity,USvolunteerstoparticipate.Fortysubjectsfromtwo
classesofXgraderswillparticipateinthestudy.Oneclass(n=19)willcomprisethecontrol
group,andtheotherclass(n=21)willcomprisetheexperimentalgamebasedlearninggroup.
Bothclasseswillreceiveastandardintelligencebattery,i.e.theWoodcockJohnsonTestof
CognitiveAbilities,andabriefquestionnairewillbesenttotheirparentsaskingforpersonal
informationsuchasageandethnicity,athomeactivitiessuchastimespentwatchingtv,playing
sports,videogames,andsoon,aswellasthechildsgeneralinterestsinschoolcoursesand
material.

Bothclasseswillreceivethesamecurriculumandclassstructure,i.e.bothclassesstart
withthesametraditionalsetup,standards,andsupport.However,theexperimentalgroupwill
supplementthetraditionalstyleLessons2and3withGameA,Lesson5withGameB,and
Lesson7withGameC.Studentsintheexperimentalgroupwilluse2014computerswith
Windows8toaccessandplayGameA,GameB,andGameC.Duringandafterlessons,
studentswillbetestedwithtraditionalmethods,i.e.quizzes,tests,classparticipation,and
smallscaleprojects.Attheendofthesemester,bothclasseswillreceiveanotherintelligence
testandthesamequestionnairewillbesenttotheirparentsagain.Assessmentdatafromeach
classwillbecomparedalongwiththeresultsfromtheparentquestionnaire,andtheresultswill
beanalyzedusingattestwithindependentsamples.

Results
Thisstudyisahypotheticalstudy.Thereisnoactualdata.

Discussion
Ourhopeisthattheexperimentalgamebasedgroupexperiences:
1. Adeeperunderstandingand/orbetterrecallofthelessonscontent.
2. Motivatestudentstopursuethematerialmore.
3. Moreenjoymentfromtheclassroom.
Oncethestudyisconducted,wellbeabletoanalyzethedatawecollecttodetermine
theeffectsofgamebasedlearningonstudentachievementandmotivation.However,welack
thegames,thecontentandcurriculumfocus,andtheage/gradeleveltotestthisstudy.Ideally,
wewouldprioritizethestudybasedonfundingorbudgetaryconstraints.Thiswouldgiveshape
anddirectiontothestudy.Forexample,thegamesusedinthestudycouldrangefromfree

10

onlinegamestopurchasablegamesfordeviceslikeaniPadtogamesthatmustbecreatedfor
acustomlesson.Additionally,theremaybeaspecificgradelevelorcontentareathatwehave
tofocuson.
Limitationsthatcanimpacttheresultsofthestudyincludefactorssuchastheindividual
differencesamongstudentsandthepriorknowledgetheyactivate,learningbehaviors,learning
styles,anyaccommodationstheyneed,accesstothegamesandinteractivematerial,andother
personalandenvironmentaldifferences.Manyoftheselimitationswouldbenotedwiththe
resultsfromtheinitialquestionnaire.Inadditiontothestudentslearningstyles,teachers
instructionalstylesneedtobetakenintoconsiderationaswell.Teacherspresentinformationin
differentwaysandhaveaccesstovariousresources,whichcanimpacttheircomfortlevelwith
thecontent,aswellastheircommandofthesubjectmatter.Anotherlimitationcanbefound
withthetechnologythatisofferedintheclassroom.Ifateacherisnotcomfortablewith
technology,orisunabletousegamingtechnology,heorshemaynotbeabletoimplementthe
technologyintohisorherclassroom.Theamountoftechnologyofferedinaclassroomalso
couldhavealargeimpactonthestudy,suchasiftheclassroomhasonetoonetechnologyor
hasahighratioofstudentstotechnologyintheclassroom,whichmayimpacthowthetimeis
allottedforstudentstoplaygames.
Forfutureresearch,wewilldesignastudythatinvestigatestheelementswithineach
game,testthegamesoutsideoftheclassroomenvironment,andthenanalyzethoseresults
usingananalysisofvariance(ANOVA)test.Eachgamewillbebrokenintotheplayer(s),
purpose(s),procedure(s),rule(s),resistance(s),resource(s),feedback(s),andformat(s)ofthe
game.Next,wewouldcomparetheelementsofeachgame,theresultsofeachgroup,andhow
theelementsaffectedtheresults.Afteranalyzingwhichfactors,suchasresourcesor

11

resistances,differedinthemoresuccessfulgroups,wewouldreconstructthegameswiththe
amendedfeaturesandmeasurethenewoutcomes.
Gamebasedlearningisapromisingfieldthatoffersalottostudentsandteachers.As
weunderstandmoreaboutgamebasedlearning,wellbeabletodesignforspecificstudents,
content,andcurriculums.Itisalsoimportanttoacknowledgethatthereisnosingleapproach,
butratheratremendousvarietyofwaysthatgamebasedandgameinspiredthinkingmay
transformthewaywethinkaboutformaleducation(Fishman&Aguilar,2012,p.116).

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