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Proceedings of the Fourth Annual Teachers College Educational ...

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Investigating <strong>the</strong> Effects <strong>of</strong> Choice and Feedback as Learning<br />

Mechanics in an <strong>Educational</strong> Game<br />

Pantiphar Chantes, Apichai Chaiwinij, Nilgun Gunbas, Tatyana Dvorkin, Daniel L. H<strong>of</strong>fman,<br />

Selen Turkay, <strong>Teachers</strong> <strong>College</strong>, Columbia University, 525 W. 120 th Street, New York, NY<br />

Email: pdc2114@columbia.edu, ac3344@tc.columbia.edu, ng2248@columbia.edu,<br />

td2347@tc.columbia.edu, dlh2109@columbia.edu, st2282@columbia.edu<br />

Abstract: The current study set out to examine <strong>the</strong> impact <strong>of</strong> learning and assessment<br />

mechanics in various conditions on an existing educational game. The result was multiple<br />

versions <strong>of</strong> <strong>the</strong> game, built on identical game mechanics, but with different learning and<br />

assessment variables. The impact <strong>of</strong> <strong>the</strong>se variables was subsequently analyzed to<br />

determine <strong>the</strong>ir impact on three dependent variables: learning, motivation, and in-game<br />

performance. One hundred thirty-eight (N=138) sixth grade students were randomly<br />

assigned to play one <strong>of</strong> <strong>the</strong> four versions <strong>of</strong> <strong>the</strong> game. After only thirty minutes <strong>of</strong> play,<br />

results suggest that providing players with a choice <strong>of</strong> non-player character from whom to<br />

receive feedback results in significantly higher learning outcomes and desire to continue<br />

playing compared to a non-choice condition. Comparisons between informative and<br />

elaborative feedback; however, did not influence student learning, motivation, or in-game<br />

performance.<br />

Good educational video games possess <strong>the</strong> powerful features for engaging, learning, and sustaining<br />

interest, which involves doable challenges, clear goals, freedom <strong>of</strong> choices, and relevant feedback.<br />

However, many games intended to educate, currently lack coherent connections to <strong>the</strong>ories <strong>of</strong> learning or<br />

fundamental bodies <strong>of</strong> research (Shaffer, Squire, Halverson, & Gee, 2005). This gap between <strong>the</strong>ory and<br />

practice has resulted in video games that may be enjoyable, but do not support academic learning<br />

(Barab, Thomas, Dodge, Carteaux, & Tuzun, 2005). In order to reverse this phenomenon, <strong>the</strong> Games for<br />

Learning Institute (G4LI) has urged educational game designers to consider in <strong>the</strong>ir designs three<br />

categories <strong>of</strong> mechanics: game, learning, and assessment (Plass et al., in press; Plass, Homer, Kinzer,<br />

Frye, & Perlin, 2011a).<br />

Game mechanics is conceivably <strong>the</strong> most familiar concept to game designers and much has been written<br />

on <strong>the</strong> topic (see Bjork & Holopainen, 2005; Fullerton, Swain, & H<strong>of</strong>fman, 2008; Salen & Zimmerman,<br />

2004). Common game mechanics include leveling, movement, and turn taking. For <strong>the</strong> purposes <strong>of</strong> this<br />

study, game mechanics describe <strong>the</strong> essential game play activity and are distinct from learning<br />

mechanics and assessment mechanics. Learning mechanics are grounded in learning <strong>the</strong>ory and<br />

describe specialized activities that have learning as <strong>the</strong>ir primary objective, whereas assessment<br />

mechanics are grounded in test <strong>the</strong>ory and are specialized activities that have assessment as <strong>the</strong>ir<br />

primary objective.<br />

The current study set out to examine <strong>the</strong> impact <strong>of</strong> <strong>the</strong>se learning and assessment mechanics on three<br />

dependent variables: learning, motivation, and in-game performance. The overarching question was if<br />

and how <strong>the</strong> inclusion <strong>of</strong> each <strong>of</strong> <strong>the</strong>se <strong>the</strong>oretically based, non-game mechanics would alter <strong>the</strong>se<br />

important variables. The educational video game used for this study was Noobs vs. Leets: <strong>the</strong> Battle <strong>of</strong><br />

Angles and Lines. This game was developed by researchers at <strong>the</strong> G4LI and was previously shown to be<br />

an effective educational intervention (see Plass et al., 2001b). The game is designed to teach angle rules<br />

and has a simple story in which players help characters called “Noobs” save <strong>the</strong>ir friends trapped in<br />

various places on <strong>the</strong> screen by unlocking paths. The paths are unlocked by solving for unknown angles.<br />

The game has six chapters with each chapter introduces <strong>the</strong> player to a new concept about angles. As<br />

players progress through <strong>the</strong> game, <strong>the</strong> difficulty level increases.<br />

The learning mechanic targeted in this study was choice. Research has shown that providing students<br />

with choices can increase self-efficacy, motivation and learning. For this study, <strong>the</strong> variable <strong>of</strong> choice was<br />

operationalized by providing players with a choice as to <strong>the</strong> non-player character (NPC) that would act as<br />

10

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