Application of The Educational Game To Enhance Student Learning
Application of The Educational Game To Enhance Student Learning
Introduction
Gamification in education has become the focus of attention in recent years.
While “gamification is the practice of using game design elements, game
mechanics and game thinking in non-game activities to motivate participants”
(Al-Azawi et al., 2016, p. 133), educational gamification is a teaching method
that requires learners to participate in competitions according to preset rules
(Fitzgerald, 1997). It has been an interdisciplinary and prevalent tool for
educators to utilize in teaching in the past few years (Robson et al., 2016). In
view of the rapid development of technology, learners may expect
teachers/lecturers to employ this tool in lessons/lectures (Rondon et al., 2013).
In the field of education, researchers have been eager to find new strategies to
enrich students’ learning experiences, especially in this technology-driven
world in which educational games are one of them (Minovic et al., 2012a).
With the increasing popularity of “PaGamO,” the game is now widely used for
different purposes, including but not limited to, language learning, license
examinations and other professional training. With over 500,000 players and
over US $6 million being invested into the game (Business Next, 2015), we may
wish to understand the factors behind its quick success ever since its start-up,
and more prominently, its effectiveness for learning.
Thus, the principal researcher decided to use the educational game, i.e., the
“PaGamO,” in the current study. For students in the current study, other
assessments (such as quizzes and tests) that were conducted in class
accounted for a larger proportion of their final grades. The principal researcher
decided that the “PaGamO” assessment scores would contribute to only 5% of
the final grade, so students could try this educational game as a study tool
and/or as a supplement to the learning materials in the lectures. After the
selection of the educational game, the next step was to design the appropriate
instructional strategies according to the theory of enhancing students’
learning.
Self-Determination Theory
Motivation is defined as a decisive psychological process that can stimulate
human behavior and guide our behavior to specific situations (Reeve et al.,
2004). Self-Determination Theory (SDT; Deci and Ryan, 2004) meticulously
explains about the sources of motivation in some specific situations, in this
context, it is to play educational games. This theory comprises of three
different types of motivation, namely “intrinsic motivation,” “extrinsic
motivation,” and “amotivation.” “Intrinsic motivation” refers to internal
feelings, such as enjoyment, pleasure or interest, which drive the individuals to
participate in a particular activity. For example, a game player may play a
recreational game because he enjoys it. Conversely, “extrinsic motivation”
consists of external rewards or outside pressure that encourage or push
individuals to behave in a certain way. For example, a player may play a game
because he wants to win a medal. The behavior is merely directed by the
external reward rather than intrinsic feelings. It is worth noting that over-
reliance on extrinsic rewards can weaken the existing intrinsic motivation
because individuals are likely to focus on the extrinsic reward as a source of
motivation (Lepper and Henderlong, 2000). Finally, “amotivation” indicates
that individuals are not motivated at all to complete a particular activity. In the
educational context, individuals may not be psychologically driven to
participate in certain educational activities, for example, to play educational
games, because they are simply not motivated.
With regard to the current study, the authors believe that a sense of autonomy
was achieved through the freedom of: (1) choosing when to play the game,
rather than forcing them to play in class, and (2) choosing whether to use the
“PaGamO” as a study tool or not. Although some may argue that students’
sense of autonomy may diminish as the “PaGamO” scores would contribute
only 5% to the students’ final academic grade, the researchers believe that the
small fraction would not negatively affect students’ sense of autonomy. On the
contrary, this could encourage students to participate in the game, and
students could possibly become more intrinsically motivated once they have
explored the interesting and motivating side of the game.
In the current study, 4–5 students formed a team. The “PaGamO” also allowed
students to send messages among themselves to discuss their team tactics and
share their academic knowledge. Taking the advantage of using social features,
the students were encouraged to work together to complete the “missions”—to
facilitate interaction among them and lead to better assessment grades (De-
Marcos et al., 2016).
In the current study, with over 50 students in the sample, it is not feasible to
ensure that the difficulty of the questions is challenging yet attainable for every
student. Therefore, the researchers included a set of easy, medium and hard
questions in the “PaGamO” sessions, with a large proportion being at medium
level. Students were also encouraged to seek advice from the principal
researcher if they would perceive the questions to be too challenging, i.e.,
tutorial sessions. Thus, students would feel more comfortable and competent
when they thoroughly understand the content, and would be able to master the
“hard” questions.
Ways to Enhance Intrinsic Motivation
One of the factors that Malone and Lepper (1987) mentioned to increase
intrinsic motivation is curiosity. If learners are curious and have a desire for
knowledge, they are more likely to pay more attention to the new information
in order to integrate into their existing knowledge. Curiosity is induced when
there is a gap between our perceived discrepancies or conflicts from our
personal expectations and knowledge (Loewenstein, 1994). As human beings,
we are curious about our surroundings and the world in order to make sense of
the things that we are not certain and/or could not explain. On the other hand,
as Garris et al. (2002) argued, whether an individual is motivated to learn can
be determined by the complexity of the information. For example, if the
information is considered to be slightly discrepant/easy, the learner may simply
disregard the message. On the contrary, if the new information has a high level
of discrepancy compared with our existing knowledge, or if the content is too
difficult, it may confuse the learner, and he/she may lose motivation or interest
to learn the new knowledge. In this sense, it should be taken into consideration
when designing the questions for students in educational games. The questions
should be set at a level where students can feel challenged, yet attainable.
Objective
This study uses a combination of gamification and traditional learning methods,
while implementing the elements of self-determination theory to design the
instructional strategies to motivate students. The aim is to study whether the
use of educational game “PaGamO” could enhance students’ learning ability
and understand students’ perceptions of educational games.
Procedure
Since the educational game “PaGamO” was newly introduced to the
researchers in this study, a meeting was held with the Senior Project Officer
(SPO) of the University’s Centre for Holistic Teaching and Learning in order to
gain a thorough understanding on how the educational game functions. SPO
provided clear instructions and recommendations to ensure that the game
could run and be managed smoothly and effectively.
In order to increase the sense of competitiveness while playing the game, 4–5
students formed their own team. A total of 12 teams were eventually formed.
Teams and individuals with the highest scores at the end of the study would be
awarded. Meanwhile, the principal researcher would send weekly reminder to
students to participate in the game. Upon completion of each section, students
would receive individual and team scores.
Students played the “PaGamO” game in four sections according to the theme of
the module. As the principal researcher decided to encourage and increase the
motivation among the students, the latter were informed that 20 of the 100
questions in “PaGamO” would be included in the final examination. In addition,
the final “PaGamO” score would contribute 5% to the students’ final grade.
Students were given 7–10 days to complete the questions (the length of the
completion time depended upon the number of questions in different sections).
All tasks of the four sections were required to be completed within 5 weeks.
The principal researcher also encouraged students to collaborate with their
team-mates and/or search for answers in handouts and textbooks, that aimed to
stimulate their critical thinking and make it easier for them to absorb what
they have learned.
Quantitative Method
Students’ perceptions and opinions of “PaGamO” were evoked immediately
after the completion of their final examination through a questionnaire which
consisted of two sections. Questions on Section 1 were modified from the
questionnaire of Riemer and Schrader (2015) entitled “Students’ attitudes,
perceptions and intentions to learn with different types of serious games.” For
example, the question “I would like to use serious games regularly for learning” was
changed to “I would like to use ‘PaGamO’ regularly for learning.” The reason for
changing the wording was to ensure that students were indicating their level of
agreement or disagreement based on the “PaGamO,” instead of general
educational games. Questions on Section 2 specifically focused on “PaGamO,”
such as “Would you like the game ‘PaGamO’ to be played in other courses?” and “What
are your motives to play ‘PaGamO’?”
Qualitative Method
To help answer the research question (In what ways the application of the
educational game to enhance student learning?), a group of students were
subsequently invited as members of a focus-group to elaborate their thoughts
on “PaGamO.” In the questionnaire, a student strongly agreed to the
statement “I would like to use ‘PaGamO’ regularly for learning.” In order to understand
the reasons behind this response, the breadth and depth of the information was
gathered through exhaustive interviews with the students. For example, the
students elaborated and insisted, “‘PaGamO’ can help me revise for the final exam for
this module”. This extensive information enabled researchers to better
understand this circumstance.
Prior to the interviews, trust and rapport were built in order that participants
would provide truthful and exhaustive data for precise and valid analysis
(Hodge et al., 2014). In addition, the researchers also ensured that the
questions in the interview guide were open-ended and non-leading (Patton,
2002). Semi-structured interviews lasted 30 minutes on average. The audio
recording was used to assist the note-taking in order to ensure the accuracy of
the latter. After that, the transcript of the interview was translated back to
back to confirm accuracy.
Some of the literatures identified by Boyle et al. (2016) have examined the
effectiveness of educational games on learning using randomized control trial
(RCT) and quasi-experimental design. However, as the students participated in
this study were taking a university course, and they were assessed as a whole
class, it would not be feasible to allocate them into experimental and control
groups. Furthermore, it would be meaningless to conduct a pre-test as our
participants would have limited knowledge in the motor development and
learning topics.
Some students had a low “PaGamO” score, but had a high MC 20 mark on the
final examination were observed. We assumed that students tended to use their
existing knowledge to conduct self-tests rather than searching for answers
directly using their lecture notes. These assumptions are supported by students
in the focus group:
“At the beginning, I don’t use notes because I want to see how much I know, but for the
questions that I did wrongly, probably when I was wrong twice, I would use the notes in
the third time. Because if you get the notes out at the beginning, you won’t remember
the answer (for the final exam), but when you are wrong, you will know what you have
done wrong.”—Student A.
“When I played it the first time, I did not revise for it, I based on my memory only and
tested myself to see how much I remember. For second time, I did do a bit of revision,
because I want to get higher scores.”—Student B.
“PaGamO” could be an effective tool for studying and students seemed to have
learnt by adopting the “trial and error” strategy to strengthen their memory on the
subject. Another reason for scoring the high MC mark was possibly because the
students had been informed that 20% of the questions in “PaGamO” would
repeat in the MC section in the final examination.
In addition, not only were the students driven by both intrinsic and extrinsic
motives to play the “PaGamO,” there was also the social factor involved.
Student A remarked:
“The game is simple and it has ranking, that’s why it is competitive, it is fun. It is
challenging… you have to compete with others, so that you have the motivation to
play, because you would want to compare with others, if you can see the ranking, the
motivation level is higher.”
Herodotou et al. (2014) argued that the theory of self-determination did not
well predict individuals’ motivations for playing entertainment games. In their
research, they found a weak association between basic psychological needs and
game playing. The researchers believe that one of the main factors motivating
individuals to play casual games is the social interaction between players, who
would cooperate and/or compete with each other. In the current study, the
view provided by Student A supports the discovery of Herodotou and the
research team, suggesting that social interaction and competitiveness are key
to game players’ participation in the game.
Table 1
Since “In my opinion, the use of ‘PaGamO’ enables me to better prepare for the final
examination” was the highest ranked statement, it was deemed essential to
ensure that further elaboration was heard from the students. When being
asked how “PaGamO” was helpful in their final examination, Student C
recalled, “in ‘PaGamO,’ when you are wrong, you are more likely to remember it better,
and when the questions come up again in the exam, then you won’t be wrong
again.” Similar responses were also heard from Student D, who said, “after
answering the questions, I can remember it very well.” It was evident that the “trial-and-
error” approach had helped students memorize the content successfully who
subsequently could apply the knowledge in the final examination.
“PaGamO” doesn’t help that much… after I complete it, I won’t actually remember what
we have answered… I don’t actually like to use these methods (educational games) to
revise. Traditional learning and revision will help me more, it is better to have quizzes
in classes than “PaGamO.”
Consistent with previous literature by Whitton (2007), and Chen et al. (2019),
the citations above suggest that not all students would find educational
gamification fun and motivating. Some students may prefer to use traditional
learning and teaching methods as a result of, perhaps, its being a habitual
behavior. Furthermore, the game design may also affect students’ perceptions
of “PaGamO.”
“PaGamO” is less fun compared to the one I played before, in “PaGamO,” you can only
upgrade your land or rob other people’s lands, but the one that I played before had
different subjects, it had some words that come out and you select the right ones, but
“PaGamO” only had A, B, C, like exams.—Student C.
As such, it is important to ensure that the game design is fun enough to keep
students engaged. MC questions may appear too similar to the examination in
the current study. Although the researcher is convinced that if MC questions
can mimic the format of the examination, students may prepare better for the
examination. However, Student C’s view suggests that when educational
gamification is too similar to the formats of the examination, it can become
demotivating and tedious. Since it is not clear which question format is best for
students’ learning, further research is necessary.
Likewise, despite not many students used computers to play “PaGamO,” one
student pointed out its convenience, as student B recalled, “When I open the
‘PaGamO’ link, I don’t normally close it, so when I turn on my computer, I can play the
game.” The choice of devices used to play “PaGamO” would depend upon
personal preferences and the availability of devices. This game also allowed
students to have freedom to decide when to play and on what devices to play.
However, the researchers understood that there were still areas for further
enhancement in educational game, such as the number of the questions (a few
respondents reported that 100 questions were insufficient) and the format of
the question (students recommended different formats to be used along with
the MC questions). Additionally, when asked if students would like to play
“PaGamO” in other modules, 56% said they would welcome this idea, while
some mentioned that it would be difficult to play “PaGamO” in two or more
subjects simultaneously.
During the research period, only three courses (computer sciences, music, and
physical education) had utilized this educational game as a supplementary tool
to integrate into the traditional teaching method in the University. At the same
time, different course instructors adopted different approaches to design the
questions and the degree of involvement of students was varied. It is suggested
that, in future, course instructors of different subjects should discuss and
standardize the research procedures, so as to conduct comparative study to
facilitate the investigation of the effectiveness of educational games on student
learning and students’ perceptions on educational games for different
disciplines.
Due to the experimental nature of the study, only MC questions were used in
the educational game. To avoid the limitation, in future, more formats of
questions could be explored, such as using fill-in-the-blanks and short
questions. This strategy can help students learn by mimicking real test
scenarios under less stressful situations.
Ethics Statement
Ethical review and approval was not required for the study on human
participants in accordance with the local legislation and institutional
requirements. Written informed consent for participation was not required for
this study in accordance with the national legislation and the institutional
requirements.
Author Contributions
SC: design of the study, data collection, data analysis, and writing of the
manuscript. KN: data collection, assist in data analysis, and draft of the
manuscript. Both authors contributed to the article and approved the
submitted version.
Funding
This research was funded by the University Grants Committee of Hong Kong,
under the Funding Scheme for Teaching and Learning Related Projects (2016–
2019, Triennium; HKBU4/T&L/16-19).
Conflict of Interest
The authors declare that the research was conducted in the absence of any
commercial or financial relationships that could be construed as a potential
conflict of interest.
Acknowledgments
We would like to thank our colleagues at the Centre for Holistic Teaching and
Learning of Hong Kong Baptist University for supporting this study.
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