Game-Based Learning
Game-Based Learning
Game-Based Learning
Fall 2013
Part of the Higher Education Commons, and the Instructional Media Design Commons
Recommended Citation
Magnacca, Shannon, "Game-Based Learning in the Social Studies Classroom" (2013). Instructional
Technology Education Specialist Research Papers. 7.
https://digitalcommons.georgiasouthern.edu/edu-papers/7
This education specialist paper (open access) is brought to you for free and open access by the Research Projects
at Digital Commons@Georgia Southern. It has been accepted for inclusion in Instructional Technology Education
Specialist Research Papers by an authorized administrator of Digital Commons@Georgia Southern. For more
information, please contact [email protected].
Running Head: GAME-BASED LEARNING IN THE SOCIAL STUDIES CLASSROOM
Shannon Magnacca
ITEC 8839
Dr. Carlson
Fall 2013
GAME-BASED LEARNING IN THE SOCIAL STUDIES CLASSROOM 2
Introduction
Game-based learning began in the early 1980s and has steadily grown and evolved
(Johnson, Adams & Haywood, 2011). Recreational gaming, as it is sometimes referred to, is
very common within most households. Specifically, about 86% of American children between
the ages of eight to sixteen play video games within most homes (Hamlen, 2009, p. 2). “When
children play, they learn. This concept may seem straightforward and oversimplified, but it is
reality. From peek-a-boo to video games, people have learned from play for eons. Somewhere
along the k-12 continuum, teachers lose sight of play as a catalyst for learning” (Annetta,
Mangrum, Holmes, Collazo, & Cheng, 2009, p. 1092). Most of the empirical researchers found
that computer assisted instruction with emphasis on computer-based learning when connected to
the content is a very effective instructional tool and increases motivation and achievement of the
Researchers such as Sardone and Devlin-Scherer (2010) have found that students can
learn a variety of skills through game-based learning, which appears to enhance problem solving,
critical thinking, and creativity for users. As Martin (2008) asserted, games are changing in order
to help students learn more easily. Tasi, Yu, and Hsiao (2012) stressed that one of the most
persevere in learning the content by providing a rewarding and engaging environment. The
research found that using information available from research on educational and recreational
Video games can provide children with a mix of what Piaget (1962) called practice
games, symbolic games, and games with rules. Games can give children practice with
GAME-BASED LEARNING IN THE SOCIAL STUDIES CLASSROOM 3
eye-hand coordination; facilitate social interaction through multiplayer chat and voice-
over internet protocol, and develop skills including pattern and rule generation,
hypothesis testing, and generalization. (Annetta, Mangrum, Holmes, Collazo & Cheng,
2009, p.1093).
This research was conducted in a social studies classroom. The purpose of this study
was to determine if using computer-based games to teach social studies increase students’
learning achievement? The study also determined if the experimental group was motivated to
learn through computer assisted instruction or if the control was motivated to learn when more
conventional modes of learning are used. The results of the study could be used to guide
educators when planning real world lessons that are computer based.
Review of Literature
Frye, Trathen and Koppenhaven (2010) expressed the importance of social studies’
teachers taking responsibility for successfully teaching students the knowledge, skills, and values
necessary to be effective citizens. Exemplary social studies’ programs teach students to acquire,
organize, interpret, and communicate information. Students process the information as they draw
logical conclusions, problem-solve, make decisions and interact with others. Researchers such
as Sardon and Delvin-Scherer (2010) believe computer assisted instruction through game-based
learning can teach critical thinking skills by giving students these skills they need to be
Johnson, Smith, Willis, Levine, and Haywood (2011) examined students’ behavior in a
individually displayed any differences in behavior. The researchers found that the students
learned effectively through the use of video games in either situation. The report concluded by
discussing how game-based learning continues to demonstrate its effectiveness. Also, through
the results of the study, the researchers found that regardless of individual learning or group
learning, games can easily be integrated into the classroom. The study revealed that learning did
take place and students were engaged with the lesson content through the use of games.
A study conducted by de Frietas (2007) found that both leisure and proprietary games
should be embedded effectively into practice and in accordance with sound pedagogical
principles and design. “Today’s games developed on game engines can be played on personal
computers, on game consoles, on handheld devices, on mobile phones and using mixed
interfaces, e.g. augmented reality and mobile devices, and can be created without the use of
programming languages using editing tools and software development toolkits” (de Frietas,
2007, p. 58). This type of versatility provides students with easy access to game-based learning.
Multiplayer online games, according to de Frietas (2007), are one of the most popular forms of
modern gaming. These games allowed users to relive situations and conflicts in different settings
and conditions in groups. These activities encouraged students to use cognitive tools such as
discussion forums, bulletin boards, and concept mapping software that requires social interaction
and collaboration between teachers and students. These games and activities provide students
with important skills that help students to be more successful in the classroom and in the future.
Oblinger and Oblinger (2005) characterized this generation as the Net Generation who
need to be connected, need immediate feedback, need social interaction, and crave experiential
learning which is provided to them by video games. Feedback is an extremely important factor in
a student's experience of learning with the use of games. Students were observed (Charles,
GAME-BASED LEARNING IN THE SOCIAL STUDIES CLASSROOM 5
Charles, McNeil, Bustard, & Black, 2011) using digital games and the authors noted how these
games are extremely successful, since they provide immediate feedback to the students. Not
only can feedback create intrinsic motivation, but it also provides understanding of the students’
education levels. In this study, students were given points for their achievements which
accumulated over time. This gave students a powerful presentation of their identity in regards to
While observing the problem-solving skills of students, Kwon, Kumalasari, and Howland
(2011) noted that strategies of self-explanation were used within the online learning environment
of the participants. Specifically, students more effectively solved problems when given the
option to generate their explanation freely in comparison to students who only had the choice of
picking an explanation that was pre-made. Sardone and Devlin-Scherer (2010) stressed that
problem-solving and critical thinking skills are considered to be among the most important skills
In a study using twenty-five students, Sardone and Devlin-Scherer (2010) noted the
positive impact that digital games had on motivation, as well as the preservation of knowledge in
comparison to instruction that is more conventional. The researchers measured problem solving
skills and critical thinking skills. Findings indicated that students had developed the same skills
while participating in four of the several offered games. These games were based on learning
programs taught in the areas of geography and current events. As the students played along, they
found their problem solving skills were encouraged. The students were able to solve unfamiliar
Designing a digital game-based learning environment is often a difficult task. There are
twelve key principles, reported by An and Bonk (2009), that are the frameworks for successfully
designing optimal learning environments for digital games. These key principles include
engagement, character adaptively, learning through failure, exploration, learning through doing,
pausing to reflect, scaffolding, context, agency, and interaction which are all positive attributes
in the learning process. An and Bonk (2009) further noted that learning should be made up of
Sardone and Devlin-Scherer (2010) noted attributes in both creativity and innovation as
products of game-based learning. The researchers observed that a game called Jackson
Pollock/Splatter allowed students to develop a personal style of expression, and gave them the
freedom to explore as they desired. The game: Renaissance Florence: Virtual Time Machine
allowed the students to process the given information in a different and more creative way
compared to how a teacher would provide the same bits of information using traditional delivery.
Researchers Martens, Gulikers, and Bastiaens (2004) indicated that one common
motivation can be intrinsic, originating within the learner, or extrinsic, fostered from a source
external to the learner (Dickey 2011, Suju'ee & Khine, 2009). Much of the research on game-
based learning investigated intrinsic motivation. Suju’ee and Khine (2009) discussed the proper
design of lessons from video games and mentioned the importance of finding out how each
individual student learns and how they would like to learn. Students achieve worthwhile goals as
they solve challenges, puzzles and quests in video games as multiplayer cooperation is forged.
Turns can then be taken and information can be gathered on different issues together. The
GAME-BASED LEARNING IN THE SOCIAL STUDIES CLASSROOM 7
researchers emphasized the aim of the educator should be the successful delivery of a lesson that
keeps students motivated, enthusiastic, holds their attention and gives them the skills for
success.
When students are explicitly told they are not participating in a game, they can be
game comprised of a narrative design, rather than the more typical adventure type game. Though
the instructor told students they were not participating in the game, the students perceived the
activity as a game and a competition with elements that aroused their curiosity, and thus were
A study was conducted by Martens, Guliker and Bastaens (2004) where intrinsic
motivation was examined. The researchers concluded that students learning in an electronic
learning environment did not necessarily have higher intrinsic motivation. They did, however,
react differently and were more likely to be curious when applying more exploration. Gerber
and Scott (2011) asserted one of the fundamentals to the mission of formal education is that of
critical thinking. Gerber and Scott observed the relationship between gamers and the use of
critical thinking. Results indicated that the gamers who participated in games that were strategic
scored higher by actively thinking and being open-minded during the game. Hupy (2011)
discovered that a classroom filled with group-based competitive activities can be enjoyed more
by students and that competitive learning can create the ideal learning environment.
(1999) noted that availability of computers is increasing throughout the school system and
Acikalin (2010) also noted that access to the Internet is increasing. Can the advantages of video
GAME-BASED LEARNING IN THE SOCIAL STUDIES CLASSROOM 8
games be properly utilized within the classroom setting? Brom, Sisler, and Slavik (2010)
conducted a study and observed students and teachers interacting with a game called Europe
2045. The study demonstrated the acceptance of the game by both the students and the teachers
as a learning tool. The game enabled learning objectives to be formulated as students were given
solving options.
for student achievement. Students become intrinsically motivated and have shown an enhanced
level of various attributes such as problem-solving, critical thinking, creativity, innovation, and
communication. de Freitas (2007) explained while there are a few issues that exist with game-
based learning, such as educators finding the proper design to create an ideal game-based
learning environment, this type of learning opens up new opportunities for reconsidering how
students learn. de Frietas (2007) further asserted that the main obstacles that prevent gaming or
game-based learning from becoming more popular in the learning environment is the lack of
empirical data to support the fact that gaming works and the lack of understanding about how
these games might be used most effectively in practice. Schools cited the lack of access to
equipment and in particular, the availability of up-to-date graphics and video cards. This makes it
difficult for teachers to run games on their own personal computers, which presents educators
with another huge obstacle in K-12 educational environments, higher education, and in further
education as well.
Barab (2005) emphasized that educators need to learn to adapt to this style of learning
within the classroom setting and have flexibility with their planning. This would encourage
more teachers to become familiar with game-based learning and to implement and promote
game-based strategies in their classrooms because the evidence points towards its considerable
GAME-BASED LEARNING IN THE SOCIAL STUDIES CLASSROOM 9
benefits. Students will stay actively involved in learning when they are faced with a challenge
and game-based learning presents them with one challenge. Therefore it is imperative for studies
Does using computer-based game to teach social studies increase students’ learning
achievement and motivation to learn when compared to more conventional modes of learning?
The researcher hypothesizes that the students who learn through the use of a computer-based
game will have increased achievement and exhibit more motivation to learn.
Method
Subjects
There are a total of 940 students at Cedartown Middle School, a Title-I school. Sixty-
eight percent of the students are eligible for free and reduced meals. The school consists of three
percent Asian, thirty-seven percent Black, twelve percent Hispanic, forty-four percent white, and
three percent Multiracial. The research subjects were sixth grade regular education social
studies students. This was a convenience sample group. There were a total of 20 students
participating and their average age was 12 years old. On average the students played 14.8 hours
of video games per week in the experimental group while in the control group they played an
average of 16 hours a week. In third period, the experimental group included one African
American male, four Caucasian males, three Caucasian females, and two Hispanic males. In
seventh period, the control group included six Caucasian males, two Caucasian females, one
Hispanic Female, and one African American female. There were several other students in both
third and seventh periods, but due to the lack of student involvement there were only a total of
GAME-BASED LEARNING IN THE SOCIAL STUDIES CLASSROOM 10
six males and four females participating from the control group and the same for the
experimental group. The lack of involvement was because students did not return their letters.
Parents either did not agree to the participation in the research or students never returned the
appropriate permission necessary to participate. All the students that participated in the study
Design
The research design used was a quasi-experimental research. The dependent variables
were achievement and motivation. The independent variable was the type of learning -
Instrumentation
A twenty-nine question pretest and post-test was administered to all participating students
on the physical and political features of Latin America. The pretest and post-test were created by
the researcher and were based on the Georgia Performance Standards. The Department of
Education from the State of Georgia requires teachers to teach using the Georgia Performance
Standards. The standard used for this research was SS6G1: The student will locate selected
features of Latin America and the Caribbean. The validity of the test is based on content validity
where the instructional objectives based on the standards were covered. The pretest was
administered before the treatment/instruction began and the post-test was administered at the
conclusion of the treatment. Students have been administered this test in previous years, and it
has been proven to be reliable due to student success rates. Students this school year have been
administered similarly formatted tests on different contents. The results on prior administrations
of the pretest and post-test yielded that there was a correlation between the prior students’
GAME-BASED LEARNING IN THE SOCIAL STUDIES CLASSROOM 11
achievement and current students’ achievement. The directions were located at the top of the test
document. An answer sheet was provided to each student. The tests were given in a controlled
environment free from distractions. Both groups were given the same instructions.
Motivation Inventory (IMI) was administered to the experimental and control groups at the
conclusion of the research. There were a total of twenty-five questions. The questions were
divided into three subscales. The survey was printed out, and students answered the questions
with a pen by rating their feelings based on the seven point Likert scale. The questionnaire was
deemed reliable because it had been used by other researchers in prior studies (e.g., Ryan, 1982;
Plant & Ryan, 1985; Ryan, Connell, & Plant, 1990; Deci, Eghrari, Patrick, & Leone, 1994, Ryan
& Deci. 2000). The directions were provided on the top of the survey, and students took the
survey in an environment free of bias and distractions. Once completed, students placed the
survey in an envelope to ensure security. A study by McAuley, Duncan, and Tammen (1987)
examined the validity of the IMI and found strong support for its validity. A study by Deci,
Eghrari, Patrick, and Leone (1994) used the activity perception part of the Intrinsic Motivation
Inventory to determine that a task with a computer was more engaging that a traditional learning
task.
Procedures
To begin the study, permission was obtained from the principal of Cedartown Middle
School. The letters were approved by the principal prior to being sent home to the students and
parents seeking permission. Once permission was granted, the Minor’s Assent Letter (Appendix
A) and the Parental Informed Consent Letter (Appendix B) were sent home with the students.
The importance of the letters being returned and whether or not they wanted to participate was
GAME-BASED LEARNING IN THE SOCIAL STUDIES CLASSROOM 12
stressed. Once the permission letters were returned, the pretest (Appendix C) was administered
to the participating students. The pretest was administered on the first day of research. The test
was printed out and an answer document was provided for the students to use to write their
answers (Appendix D). The research study included students from third and seventh period.
The students had 45 minutes to complete the pretest. The treatment and control groups were
taught about the physical and political features of Latin America. Both groups received the
same content, only the mode of instruction changed. In-class times on tasks were equal. Each
class was given equal time on instruction. Class time consisted of 45 minutes of instruction
presented daily for a period of ten days. After the completion of the pretest the students in the
control group were taught the traditional way using paper, pencil, textbooks, and atlases.
Students were asked to color and label maps. They cut up the maps and made a puzzle to help
them learn the location of each of the features. Students were also quizzed by the teacher by
pointing to blank maps and having the students identify the political and physical features.
The treatment group played games on the computer and followed the Sheppard Software
be accessed via the Internet and online and is free. The software is a drill and skill computer
assisted game-based instruction. The game began with a tutorial that showed the students how to
use it and discussed what they would learn. The students completed the tutorial first before
beginning the games. Then they continued with Levels 1-9 playing the games while increasing
their knowledge. The higher the level, the higher the required score was to continue. Students
played the games and had several chances to get the answer correct. This taught them how to
learn through failure. Through the use of the games students gained immediate feedback.
GAME-BASED LEARNING IN THE SOCIAL STUDIES CLASSROOM 13
The students went through the games and played the different levels. The game is set up
as a matching game. The game provided additional information about each country and its
physical features. This included the same information and items that students learned in the
control group using traditional instruction. Students matched the correct outline of the country to
the area. Students were given a country’s name and were asked to match the country to its
corresponding outline. Students were given a print out of a map so they could label it as they
were playing the game. This gave them something tangible to study just like the control group
had. Once the unit was completed, both groups were given the same posttest (Appendix C).
Both groups were given the Intrinsic Motivation Inventory: Activity Perception Survey to gauge
their motivation to learn while playing the games (Appendix E). The information gathered from
the students was not made available to anyone else. The students were given a number or letter
to represent them at the beginning of the study. This was the way the researcher protected the
students.
Data Analysis
Achievement
A mean score was determined for each group for the pretest and posttest. An Analysis of
covariance (ANCOVA) was computed using the posttest scores (achievement) as a dependent
Table 1
Results of the ANCOVA and Descriptive Statistics for the pretest and post test
Once the mean and standard deviation were determined (Table 1) the researcher used
Excel 2010 to do the ANCOVA. The adjusted achievement mean was 81.33 for the game-based
learning group and 62.57 for the traditional learning group. After the mean was adjusted the
Degrees of Freedom=5.25, p= .035. Even before adjustment the experimental group had a
significantly higher mean, but when adjusted the gap was closed.
The Intrinsic Motivation Inventory was administered to ten students in the experimental
group and ten students in the control group. There were a total of twenty-eight questions.
Students used a seven point Likert scale ranging from 1 (“Not at all True”) to 7 (“Very True”) to
answer the questions. The students were given forty-five minutes to complete the survey.
Question numbers 8, 12, 14, 18, 20, and 24 are reversed (R) in order to make those questions
comparable to the other questions in the survey. The R indicates the reverse scored items. The
Table 2
Descriptive Statistics for t-test results for subscale 1, subscale 2, and subscale 3
*p < .05.
There are no statistical significant differences at the .05 level of significance between the
experimental and control groups on sub scores 1, 2, and 3 on the Intrinsic Motivation Survey.
The results show that both groups were intrinsically motivated, however the experimental group
was more intrinsically motivated when completing the computer based instruction through the
use of games.
Discussion
The researcher conducted a study on using computer assisted instruction through the use
of games in the 6th grade social studies classroom. Students learned via computer assisted
technology or traditional means of learning. The hypothesized relationship was shown in the
data. The students in the experimental group that played the games through computer assisted
technology achieved more and were more intrinsically motivated to complete the assignments
than the control group even though there was not a statistically significance. The control group
increased their posttest scores significantly, as well as the experimental group. The students had
forty-five minutes of learning daily for ten days. On the eleventh day students took a
Conclusion
The researcher hypothesized that the students learning through the use of a computer-
based game would have increased achievement and exhibit more motivation to learn. The data
supported the hypothesis for achievement and confirms that it was true; however, it did not
support the hypothesis for motivation. According to Martens, Guliker and Bastaens (2004)
students in an electronic learning environment do not always have increased motivation. The
responses from the motivational survey did not statistically indicate that the students in the
experimental group were more motivated to learn than the control group. The means from the
data indicated that the experimental group achieved more than the control group. The study’s
results determined that the students in both groups increased their achievement from the pretest
to the posttest, but the results indicated that the experimental group achieved more.
Implications
This research demonstrates how student learning is changing to meet the demands of the
21st Century. According to the data, it is evident that students can learn well both ways;
however the data also shows that students achieved more and were motivated when engaged in
computer assisted instruction through the use of games. Teachers need to include a balance of
technology and traditional means of learning in their everyday lessons. It is important that
students earn immediate feedback and when using games they get the immediate feedback they
desire. This allows them to be more motivated in their learning and take a more active role.
Even though the statistics do not show a significant difference the experimental group did
Administrators need to be more open to the idea of students playing games in the
classroom. Students enjoy using the computers as a means to learn. They often times learn more
GAME-BASED LEARNING IN THE SOCIAL STUDIES CLASSROOM 17
while using technology than they realize. Schools need to have more technologies accessible to
Limitations
One limitation that was noted was the fact that students would not turn in their
permission form, which lead to a smaller sample size. Due to the small sample size the data
were limited for analysis and it is difficult to make sound conclusions relevant to the population.
If the sample size is larger in size, then the statistical significance would have more value. A
recommendation to prevent this would be to provide a longer period before the study begins to
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GAME-BASED
BASED LEARNING IN THE SOCIAL STUDIES CLASSROOM 22
Appendix A
MINOR’S ASSENT
Hello,
You are being asked to voluntarily participate in a project that will be used to learn about using
games in the social studies classroom to increase motivation. If you agree to be part of the
project, you will play a game learning about Latin America or learn through traditional means of
teaching. You will take a pretest
retest at the beginning of the research and a post test at the
conclusion. You will also complete a survey and I will observe you during your game play. After
we have played the games, you will have an opportunity to watch a movie and have popcorn.
It will take ten class days at 45 minutes per day for you to do this project.
You do not have to do this project. You can withdraw whenever you want. If you do not want
to play the game, it is ok, and you can go back to your classroom, and nothing bad will happen.
You can refuse to do the project even if your parents have agreed you can. You may put a blank
survey in the collection envelope with the other surveys if you choose not to participate.
If you or your parent/guardian has any questions about this form or the project, please call me
at 770.749.8850 or my advisor, Dr. Randal Carlson, at [email protected] . Thank
you!
To contact the Office of Research Services and Sponsored Programs for answers to questions about the
rights of research participants please email [email protected] or call (912) 478-0843. This
project has been reviewed and approved by the GSU IRB under tracking number H13375.
If you understand the information above and want to do the project, please sign your name on
the line below:
Date: ________________
GAME-BASED LEARNING IN THE SOCIAL STUDIES CLASSROOM 24
Appendix B
My name is Shannon Magnacca. I am your child’s social studies teacher. I am currently working on my
Educational Specialist Degree at Georgia Southern University. A study will be conducted at your child’s
school in the next few weeks. The purpose of this research is to find out if game-based learning
increases motivation in the social studies classroom. Participate in this research will include completion
in pre and posttest, a survey and teacher observation.
This letter is to request your permission to allow your son or daughter to voluntarily participate in a
research study. There is, of course, no penalty should you decide not to allow your child to participate
or remove your child from the participation of the research study. Your child’s participation in this
study is completely voluntary. The risks from participating in this study are no more than would be
encountered in everyday life; however, your child will be told that he or she may stop participating at
any time without any penalty. Your child may choose to not answer any question(s) he/she does not
wish to for any reason. Your child may refuse to participate even if you agree to her/his participation.
The benefits to the participants include seeing if there is an increase in motivation in their learning and
seeing if they retain the necessary information. The benefit to society is that the students are learning
intrinsic motivation that allows them to work independently and complete their work.
This research study will take place during the school day in their social studies class. It will last for about
ten school days. The sessions will last about 45 minutes each day for ten days and will be supervised by
me. To begin the students will take a pretest. Once the pretest is complete the study will begin. And
your student will learn either though computer-based games or traditional means of learning. Once the
ten days are complete a posttest will be administered to measure achievement. Also, an Intrinsic
Motivation Inventory will be administered to measure motivation. Your child’s participation and name
in this study will be kept strictly confidential. Dr. Dawn Williams’ principal at Cedartown Middle School
has approved this study.
In order to protect the confidentiality of the child, a number and not the child’s name will appear on all
of the information recorded during the experiment. All information pertaining to the study will be kept
GAME-BASED LEARNING IN THE SOCIAL STUDIES CLASSROOM 25
in a locked filing cabinet in an office at Georgia Southern University. No one at your child’s school will
see the information recorded about your child.
If you have any questions or concerns regarding this study at any time, please feel free to contact
Shannon Magnacca, Instructional Technology major, at 770.530.7491, or Dr. Randal Carlson, advisor at
[email protected].
To contact the Office of Research Services and Sponsored Programs for answers to questions about the
rights of research participants please email [email protected] or call (912) 478-0843. This
project has been reviewed and approved by the GSU IRB under tracking number H13375.
If you are giving permission for your child to participate in the experiment, please sign the form below
and return it to your child’s teacher as soon as possible. Thank you very much for your time.
Investigator’s Signature__________________________________________________________________
Date: ________________________________________________________________________________
GAME-BASED LEARNING IN THE SOCIAL STUDIES CLASSROOM 26
Appendix C
Physical Features of Latin America
Directions: Write your name at the top of your paper. Please use the answer document provided
to you to name the physical features of the Latin America. Next to the number on the answer
sheet, write the name of the physical feature represented by the number on the map.
8
7
2
4
6
1
5
GAME-BASED LEARNING IN THE SOCIAL STUDIES CLASSROOM 27
Appendix C Continued
Pretest and Posttest
Political Features of Latin America
Directions: Please use the answer document provided to you to name the countries of the Latin America.
Next to the number on the answer sheet, write the name of the country feature represented by the
15
16
18
20
17 4
19 13 3
21 14 12 2
7
1
11
9
8 6
10 5
GAME-BASED LEARNING IN THE SOCIAL STUDIES CLASSROOM 28
Directions: Write the name of the physical feature next to the number it corresponds to on the map.
1.
2.
3.
4.
5.
6.
7.
8.
Directions: Write the name of the Political feature next to the number it corresponds to on the map.
1.
2.
3.
4.
5.
GAME-BASED LEARNING IN THE SOCIAL STUDIES CLASSROOM 29
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.
21.
GAME-BASED LEARNING IN THE SOCIAL STUDIES CLASSROOM 30
Appendix E
1 2 3 4 5 6 7
1. I believe that doing this activity could be of some value for me.
1 2 3 4 5 6 7
3. While I was doing this activity, I was thinking about how much I enjoyed it.
1 2 3 4 5 6 7
1 2 3 4 5 6 7
11. I felt like I was enjoying the activity while I was doing it.
1 2 3 4 5 6 7
19. I believe doing this activity could be somewhat beneficial for me.
1 2 3 4 5 6 7
25. I would be willing to do this activity again because it has some value for me.
Yes No
28. How many total hours per week do you play games?