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April 2012 Volume 15 Number 2 - Educational Technology & Society

April 2012 Volume 15 Number 2 - Educational Technology & Society

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Tasks for computational fluency take the form of mini-games and are used to consolidate students’ computation<br />

skills in terms of both speed and accuracy. Figure 4 illustrates two mini-games. The mini-game on the left involves<br />

the addition of two three-digit numbers, while the mini-game on the right involves the multiplication of a two-digit<br />

number multiplied by a one-digit number. Solving these types of problems has been demonstrated to be beneficial<br />

for mathematics learning (Kilpatrick & Swafford, 2002).<br />

Quest mechanism (middle tier)<br />

Figure 4. Learning tasks for calculation fluency via mini-games<br />

Game quest is selected as a guiding mechanism in the middle tier because of the following two advantages that it brings.<br />

The first advantage is to offer a goal-oriented mechanism to guide students to participate in learning activities within a<br />

game world. Quest-taking is a graceful way in role-playing games to lead students to conduct specific tasks. When<br />

students conduct the tasks they received from non-player characters (NPCs), they might feel that they have more controls<br />

and responsibility for the tasks, although the content of the tasks is actually the same. In other words, quest-taking might<br />

turn students’ passive learning into active participation, because it offers students a clear and immediate goal to pursue.<br />

Thus, we use quest mechanism as a bridge between the bottom and top tiers.<br />

The second advantage is to enhance the level of students’ persistence by social commitments. The quests are often<br />

received from NPCs in the game world and it could, to some extent, be regarded as a process of negotiation between<br />

students and NPCs. Therefore, we argue that receiving quests from NPCs engenders a form of social commitment,<br />

which could enhance the intensity of goal-pursuing, especially in the sub-dimensions of effort and persistence, because<br />

it is significantly related to keeping ones promises and expectancies of success. Moreover, attributions of success<br />

(Weiner, 1985; 1992) and belief in ones efforts (Dweck, 2000) have substantial influences on learning, with the<br />

implication that efforts to learning and attitudes towards persistence have benefits due to the enhancement of<br />

convictions to do something. Thus, the social commitment to NPCs might be helpful of students, both for goalsetting<br />

and for task-driven intensity.<br />

In My-Pet-My-Quest, a quest consists of three elements: objectives, learning tasks, and rewards. An objective offers<br />

students a clear goal; a learning task is the educational content of the quest; if students complete the learning task<br />

successfully, they gain rewards. For solving math problems, for example, a quest may involve an award of<br />

EduCoins, which are only awarded to those students who can master an arithmetic task by achieving more than 90%<br />

correct responses. In other words, when students successfully complete the quests, they are rewarded with EduCoins,<br />

which can be used to buy resources for the pets, such as pet food and goods.<br />

Quests are conducted in a number of locales, such as a store, a forest, a tower, a temple, and an arena. The flow of game<br />

quests delivered by NPCs in My-Pet-My-Quest is described as follows. First, an informer NPC appears at the door to<br />

inform the student of new quests. The student can talk to the informer to obtain more detailed information, particularly<br />

the location on the island where a quest NPC waits to escort him to the quest, as depicted in Figure 5. A student clicks the<br />

button above an NPC, and the NPC tells him the content of the quest, including objective, learning tasks, and rewards.<br />

After receiving the instructions, the student commences the quest.<br />

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