Game-Based Learning and Academic Growth

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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 ele…

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Sarah Tolson
  • Introduction
  • Game-Based Learning
  • Examples of Game-Based Learning
  • The Effects of Game-Based Learning
  • Research Question
  • Methods
  • Results
  • Limitations
  • References

GameBasedLearning:AnInvestigationofAcademicGrowth

TheUniversityofSouthCarolinasEducationalTechnologyProgram
EDET780ResearchSeminarinEducationalTechnology

May29,2014
DavidCorso
ChrisHumphreys
SarahTolson

Abstract

Gamebasedlearningisadevelopingfieldthatfacilitateslearningintheclassroom.

Gamebasedlearningincorporatesanumberofdesignfeaturesthathelpeducatorspresent
materialandcontentinaninteractiveandengagingway,andgamebasedlearninghelpsdrive
[Link],play,videogames,andvideogameplayuseavariety
oftools,elements,andfeatures,andthisstudyinvestigateshowthesefactorscontributeto
studentlearning,academicacquisition,andadherencetocurricularstandards.

Introduction
[Link]
itsmorningmathlessonsorsocialstudiesattheendoftheday,studentsbecomedetached
fromthelessonandthematerial,andwhenstudentsdisengagefromtheteacherandthe
classroom,theyhavedifficultyconnectingwiththeinformationandunderstandingthecontent.
Fortunately,newresearchandtechnologyareinvestigatingwaystoengageandmotivate

studentlearningaswellasdriveclassroominvolvement,energy,[Link]
beingincorporatedintotheclassroomasgamebasedlearningtocaptivateandfocusstudents.
Gamebasedlearningcomesinavarietyofforms,andsomeformsaremoresuccessfulat
[Link],butdonot
incorporatethelearningaspectofgamebasedlearning:Onereasonforthisunsuccessful
hybridisthatdesignershavetakenachocolatecoveredbroccoliapproachinwhichthegaming
[Link]
designedinawaythatallowsforthelearningmaterialtobedeliveredthroughthepartsofthe
gamethataremostmotivating(Habgood,Ainsworth,&Benford,2005&Bruckman,1999,as
citedinTranetal.,2012,p.1).Thisstudyinvestigatestheroleofgamebasedlearningon
elementaryschoolstudents,anditevaluateshowelementsofgamebasedlearningfacilitate
masteryofcontentandadherencetocurriculum.

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

Games,videogames,gamebasedlearning,anddigitalgamebasedlearningcomein
differentshapesandflavorshowever,theyinherentlypossessfundamentalfeaturesthatcanbe
[Link](s)ofthegame,[Link]
decisionmakerthatinteractswiththesystemthepurpose(s)ofthegame,[Link]
gamesexistencetheprocedure(s)ofthegame,[Link]
andhelphim/heracquireskillstherule(s)ofthegame,[Link]
playersbehaviortheresistance(s)ofthegame,[Link],opposition,tension,and
conflicttheplayerexperiencestheresource(s)ofthegame,whatobjects,attributes,andstates
theplayeracquiresandusesthefeedback(s)ofthegame,[Link]
respondstoplayeractionsandfinallytheformat(s)ofthegame,[Link]
blackboxformalelementsandthephysicalenginethatcontainsthegame(Dignan,2011
Fullerton,2008).Thecombinationandmanipulationofthesepropertiescreateaunique
experiencethathasaffectsstudentsinvariousways.

ExamplesofGameBasedLearning
Gamebasedlearningoccursthroughnondigitalgames,liketheWorldPeacegame,
throughdigitalgames,likeWiiSports,ingamefocusedschoolsystems,likeQuesttoLearn
schools,withgamicelements,likeavatarrepresentationandexperienceacquisitionin
Classcraft,[Link],thereareelaborate
videogameslikeSimCitythatimmerseplayersinaworldofchallengewhereinplayersactively
[Link],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,[Link],learninggames,and
edutainment,tocreateasiteoflearning(Ito,2009).

TheEffectsofGameBasedLearning
Gamebasedlearningbringsapricelessphenomenontotheclassroom:[Link]
requiresaparticipanttovoluntarilyinteractwithagame,andthroughhisorhervoluntary
participation,theplayerentersamagiccirclethattransformstheactivityintoentertainmentand
recreation(Huizinga,1955).Throughplay,[Link]
enjoyable,[Link]
learninginthemomentinonesimmediateexperience(Dignan,2011).Gamebasedlearning
promotesstudentexplorationandlearningbymotivatingstudentstointeractwiththeircurrent
situation,[Link],andasDignanandotherresearcherspointout,gamesarelearning
enginesthattrainanddevelopplayers(2011).
Onewaygamesandvideogamesdevelopplayersisthroughcognitivedevelop.
Cognitionistheabilitytothink,andcognitiveabilitiesincludementalprocessesinvolvedin
thinking,likememory,attention,language,andproblemsolving(Goldstein,2011).Various
aspectsoflifetrainanddevelopcognitiveabilities:reading,writing,cooking,driving,ridingabike,
[Link]
educationalsetting,[Link]

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
[Link]
morelikelytoremembertheirexperiencesandbeabletoconnectthemtofuturesituationsand
aremorelikelytoengageandinvestinthelearninggoalsandoutcomespresentedbythegame
(Barab,Barnett,&Squire,2002&Gee,2004,ascitedbyBlunt,n.d.,p.4).Bluntreferencesthree
researchstudieswithsimilarfindings:studentsusinggamestoreinforceconceptslearnedin
classscoredhigheronassessmentsthantheircounterpartswhodidnotusegamebased
[Link]

gamebasedlearninganditsadvantagesbetweengendersorethnicgroupswhenitcametoa
[Link]&Aguilarstate,goodgamessucceedbecausetheytapintoour
deepseateddesiretolearnandbeengaged(Gee,2003,ascitedinFishman&Aguilar,2012,p.
111).Goodgamespromoteselfefficacy,andaslearnersexperimentandplaythroughagame,
theylearnthatfailure,[Link],isanecessarycomponentofthe
[Link],studentsgainconfidenceandbegintakingrisksinaswell
asownershipoftheireducation.
Games,play,[Link]
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
[Link],plan,andexecute
physicalandmentaltasks,theymakechoicestoachievegoalsandobjectives,whichreflect
whattheyknowandhowtheyexpressthatknowledge(Figure1Column2).Eachactionis

coupledwithfeedback,whichpromotesdeliberatelearningandmasterytowardsthetaskat
[Link],feedbackprovidesgratificationforactionsexecutedattherighttime
[Link],they
maintainaconstantlevelofinterest,anditinstillsinthemselfbeliefandconfidencetoachieve
largergoals(Figure1Column3).Studentsshowgreaterattentiontolearningwhentheyhave
clearandspecificgoalsincludingbothshortandlongtermeducationalgoals(Garris,etal.
2002,ascitedinAlkhafajietal.,2012,p.51).Gamebasedlearningischallengingandrewarding,
andgamebasedlearningresearchhasshownthatstudentchoicehasapositiveimpacton
motivationandengagement(Fishman&Aguilar,2012).AsGabeZichermannasserts,
[Link],
anditreducesthefearoffailurebecausestudentsskilllevelscanonlyincrease(Moth,2012).

Figure1:TheUniversalDesignforLearningGuidelinesdepictthreemainprinciples:
Representation,Action,andEngagement.
7

ColumbiaUniversityresearchersLee&Hammerpointout,Gamificationattemptsto
harnessthemotivationalpowerofgamesandapplyittorealworldproblemssuchas,inour
case,themotivationalproblemsofschools(ascitedinArora,2013).Inordertobeeffective,
[Link],[Link]
gameistoodifficult,[Link]
smallmargintokeepthemengaged.(Alkhafajietal.,2012).Teacherscanpersonalize
instructionandassessknowledgethroughgamebasedlearning,whichprovidesthemwith
usefuldataontheirstudents(Millstone,2012).Gamebasedstrategiescanbeappliedto
[Link]
havechoiceofandcontrolovertheirassignments,researchshowsthatstudentsare
[Link],aneducationcourseusedexperiencepointsfor
[Link],
suchasformissingaclassorassignment,theycouldselectassignmentsontheirowntoearn
[Link],studentsworkedtoearnthegradethey
[Link]
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
[Link],[Link]
[Link](n=19)willcomprisethecontrol
group,andtheotherclass(n=21)willcomprisetheexperimentalgamebasedlearninggroup.
Bothclasseswillreceiveastandardintelligencebattery,[Link]
CognitiveAbilities,andabriefquestionnairewillbesenttotheirparentsaskingforpersonal
informationsuchasageandethnicity,athomeactivitiessuchastimespentwatchingtv,playing
sports,videogames,andsoon,aswellasthechildsgeneralinterestsinschoolcoursesand
material.

Bothclasseswillreceivethesamecurriculumandclassstructure,[Link]
withthesametraditionalsetup,standards,[Link],theexperimentalgroupwill
supplementthetraditionalstyleLessons2and3withGameA,Lesson5withGameB,and
Lesson7withGameC.Studentsintheexperimentalgroupwilluse2014computerswith
Windows8toaccessandplayGameA,GameB,[Link],
studentswillbetestedwithtraditionalmethods,[Link],tests,classparticipation,and
[Link],bothclasseswillreceiveanotherintelligence
[Link]
classwillbecomparedalongwiththeresultsfromtheparentquestionnaire,andtheresultswill
beanalyzedusingattestwithindependentsamples.

Results
[Link].

Discussion
Ourhopeisthattheexperimentalgamebasedgroupexperiences:
1. Adeeperunderstandingand/orbetterrecallofthelessonscontent.
2. Motivatestudentstopursuethematerialmore.
3. Moreenjoymentfromtheclassroom.
Oncethestudyisconducted,wellbeabletoanalyzethedatawecollecttodetermine
[Link],welack
thegames,thecontentandcurriculumfocus,andtheage/[Link],
[Link]
[Link],thegamesusedinthestudycouldrangefromfree

10

onlinegamestopurchasablegamesfordeviceslikeaniPadtogamesthatmustbecreatedfor
[Link],theremaybeaspecificgradelevelorcontentareathatwehave
tofocuson.
Limitationsthatcanimpacttheresultsofthestudyincludefactorssuchastheindividual
differencesamongstudentsandthepriorknowledgetheyactivate,learningbehaviors,learning
styles,anyaccommodationstheyneed,accesstothegamesandinteractivematerial,andother
[Link]
[Link],teachers
[Link]
differentwaysandhaveaccesstovariousresources,whichcanimpacttheircomfortlevelwith
thecontent,[Link]
[Link]
technology,orisunabletousegamingtechnology,heorshemaynotbeabletoimplementthe
[Link]
couldhavealargeimpactonthestudy,suchasiftheclassroomhasonetoonetechnologyor
hasahighratioofstudentstotechnologyintheclassroom,whichmayimpacthowthetimeis
allottedforstudentstoplaygames.
Forfutureresearch,wewilldesignastudythatinvestigatestheelementswithineach
game,testthegamesoutsideoftheclassroomenvironment,andthenanalyzethoseresults
usingananalysisofvariance(ANOVA)[Link](s),
purpose(s),procedure(s),rule(s),resistance(s),resource(s),feedback(s),andformat(s)ofthe
[Link],wewouldcomparetheelementsofeachgame,theresultsofeachgroup,andhow
[Link],suchasresourcesor

11

resistances,differedinthemoresuccessfulgroups,wewouldreconstructthegameswiththe
amendedfeaturesandmeasurethenewoutcomes.
[Link]
weunderstandmoreaboutgamebasedlearning,wellbeabletodesignforspecificstudents,
content,[Link],
butratheratremendousvarietyofwaysthatgamebasedandgameinspiredthinkingmay
transformthewaywethinkaboutformaleducation(Fishman&Aguilar,2012,p.116).

References

1. Alkhafaji,A.,Grey,B.,&Hastings,P.(2012)Establishinganewframeworktomeasure
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Game­Based Learning: An Investigation of Academic Growth 
 
The University of South Carolina’s Educational Technology Program
student learning as well as drive classroom involvement, energy, and value. Games and play are 
being incorporated into the c
Games, video games, game­based learning, and digital game­based learning come in 
different shapes and flavors; however, they
interest and engagement on a topic such as history through Age of Empires, and practice 
specific skills such as engineering 
games train a number of cognitive skills (Croisile, 2007; Gentile et al., 2012; Green & Bavelier, 
2012; Green & Bavelier 200
game­based learning and its advantages between genders or ethnic groups when it came to a 
given assessment. As Fishman & Agu
coupled with feedback, which promotes deliberate learning and mastery towards the task at 
hand. When successful, feedback pr
Columbia University researchers Lee & Hammer point out, “Gamification attempts to 
harness the motivational power of games an
●
Game­based learning and video games educate students on curricular content and 
lessons. 
●
Game­based learning engages and
Both classes will receive the same curriculum and class structure, i.e. both classes start 
with the same traditional set­up,

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