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Xiao X, He G. Subjective experiences and perceptions of learning a second language through digital games: A case study of Chinese college students. Front Psychol 2023; 13:1109370. [PMID: 36698575 PMCID: PMC9868754 DOI: 10.3389/fpsyg.2022.1109370] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/27/2022] [Accepted: 12/02/2022] [Indexed: 01/11/2023] Open
Abstract
Recent years have seen a rapid proliferation of game-based learning applied in language classes. Second language teaching and learning are being inspired by the increasingly mature game-based learning technology. Currently, educational games are regarded as a new technology with great potential. The game-based promotion of oral English has also become one of the research hotspots. This research carried out an empirical study on the subjective experiences and perceptions of using game-based second language learning to cultivate the oral English of Chinese college students. By using Unity 3D technology, "Digital Game-Virtual College" game software was developed for Chinese teenagers as the experimental carrier. Sixty-six freshmen majoring in review engineering at a university located in a first-tier city in southern China were invited as participants. Based on the courses "College English-Reading and Writing" and "College English-Listening, Viewing and Speaking," this research explored the game-based teaching of "Words Arena Contest" and "Words Talents," respectively. The analysis of the attitude and achievement data not only indicated the advantages and disadvantages of game-based learning, but also suggested the significant points in game-based learning software design. The results of tests and survey provide insight into the evaluation and reflection of the subjective experiences and perceptions of using digital game-based language learning. The results of this research can not only provide guidance for exploring the psychological contributors and barriers to game-based second language learning, but can also shed some light on and provide a reference for the design of game-based second language learning software.
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Affiliation(s)
- Xian Xiao
- School of Foreign Languages, Guangzhou Maritime University, Guangzhou, China,*Correspondence: Xian Xiao, ✉
| | - Gaoda He
- School of Foreign Languages, Guangdong Baiyun University, Guangzhou, China
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Different aspects of fraction understanding are associated selectively with performance on a fraction learning game. PROGRESS IN BRAIN RESEARCH 2023; 276:63-91. [PMID: 37061294 DOI: 10.1016/bs.pbr.2023.02.003] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 03/17/2023]
Abstract
Fraction understanding seems a double-edged sword. On the one hand, it is an important predictor of later mathematical achievement. On the other hand, it is also one of the topics students struggle most in secondary math education. To complement traditional instruction, digital learning games were developed and found to successfully foster fraction understanding. However, so far, it is not known to what degree different aspects of fraction understanding (e.g., part-whole relations, fraction magnitude, fraction arithmetic) may be conveyed by such games. The current study evaluated selective associations of in-game performance of the fraction learning game Semideus with specific aspects of fraction understanding assessed using a comprehensive paper-pencil test. In Semideus, seventh graders (Mage=12.3years) from academic track secondary schools in Germany estimated the location of fractions on a number line and compared fractions according to their magnitude. Results replicated previous findings showing that in-game performance was significantly associated with mathematics achievement (i.e., math grades) and basic, whole number arithmetic skills. Moreover, we observed significant associations for aspects of fraction understanding closely matching mechanics of the learning game such as fraction number line estimation, fraction magnitude comparison and fraction ordering. These associations were observed for accuracy on the game's fraction learning tasks (e.g., estimation accuracy on the number line) but also generalized to game-based metrics such as virtual incentives (i.e., stars awarded in the game). This implies that the actual game mechanic may help to convey aspects of fraction understanding, substantiating ideas of intrinsic integration in game design.
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Cai Z, Mao P, Wang D, He J, Chen X, Fan X. Effects of Scaffolding in Digital Game-Based Learning on Student’s Achievement: a Three-Level Meta-analysis. EDUCATIONAL PSYCHOLOGY REVIEW 2022. [DOI: 10.1007/s10648-021-09655-0] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/20/2023]
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Greipl S, Klein E, Lindstedt A, Kiili K, Moeller K, Karnath HO, Bahnmueller J, Bloechle J, Ninaus M. When the brain comes into play: Neurofunctional correlates of emotions and reward in game-based learning. COMPUTERS IN HUMAN BEHAVIOR 2021. [DOI: 10.1016/j.chb.2021.106946] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/20/2022]
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Blume F, Dresler T, Gawrilow C, Ehlis AC, Goellner R, Moeller K. Examining the relevance of basic numerical skills for mathematical achievement in secondary school using a within-task assessment approach. Acta Psychol (Amst) 2021; 215:103289. [PMID: 33711503 DOI: 10.1016/j.actpsy.2021.103289] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/10/2019] [Revised: 11/27/2020] [Accepted: 02/19/2021] [Indexed: 10/21/2022] Open
Abstract
Previous research repeatedly found basic numerical abilities (e.g., magnitude understanding, arithmetic fact knowledge, etc.) to predict young students' current and later arithmetic achievement as assessed by achievement tests - even when controlling for the influence of domain-general abilities (e.g., intelligence, working memory). However, to the best of our knowledge, previous studies hardly addressed this issue in secondary school students. Additionally, they primarily assessed basic numerical abilities in a between-task approach (i.e., using different tasks for different abilities). Finally, their relevance for real-life academic outcomes such as mathematics grades has only rarely been investigated. The present study therefore pursued an approach using one and the same task (i.e., a within-task approach) to reduce confounding effects driven by between-task differences. In particular, we evaluated the relevance of i) number magnitude understanding, ii) arithmetic fact knowledge, and iii) conceptual and procedural knowledge for the mathematics grades of 81 students aged between ten and thirteen (i.e., in Grades 5 and 6) employing the number bisection task. Results indicated that number magnitude understanding, arithmetic fact knowledge, and conceptual and procedural knowledge contributed to explaining mathematics grades even when controlling for domain-general cognitive abilities. Methodological and practical implications of the results are discussed.
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Mitre-Hernandez H, Covarrubias Carrillo R, Lara-Alvarez C. Pupillary Responses for Cognitive Load Measurement to Classify Difficulty Levels in an Educational Video Game: Empirical Study. JMIR Serious Games 2021; 9:e21620. [PMID: 33427677 PMCID: PMC7834946 DOI: 10.2196/21620] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/19/2020] [Revised: 09/25/2020] [Accepted: 11/05/2020] [Indexed: 01/25/2023] Open
Abstract
Background A learning task recurrently perceived as easy (or hard) may cause poor learning results. Gamer data such as errors, attempts, or time to finish a challenge are widely used to estimate the perceived difficulty level. In other contexts, pupillometry is widely used to measure cognitive load (mental effort); hence, this may describe the perceived task difficulty. Objective This study aims to assess the use of task-evoked pupillary responses to measure the cognitive load measure for describing the difficulty levels in a video game. In addition, it proposes an image filter to better estimate baseline pupil size and to reduce the screen luminescence effect. Methods We conducted an experiment that compares the baseline estimated from our filter against that estimated from common approaches. Then, a classifier with different pupil features was used to classify the difficulty of a data set containing information from students playing a video game for practicing math fractions. Results We observed that the proposed filter better estimates a baseline. Mauchly’s test of sphericity indicated that the assumption of sphericity had been violated (χ214=0.05; P=.001); therefore, a Greenhouse-Geisser correction was used (ε=0.47). There was a significant difference in mean pupil diameter change (MPDC) estimated from different baseline images with the scramble filter (F5,78=30.965; P<.001). Moreover, according to the Wilcoxon signed rank test, pupillary response features that better describe the difficulty level were MPDC (z=−2.15; P=.03) and peak dilation (z=−3.58; P<.001). A random forest classifier for easy and hard levels of difficulty showed an accuracy of 75% when the gamer data were used, but the accuracy increased to 87.5% when pupillary measurements were included. Conclusions The screen luminescence effect on pupil size is reduced with a scrambled filter on the background video game image. Finally, pupillary response data can improve classifier accuracy for the perceived difficulty of levels in educational video games.
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Affiliation(s)
| | | | - Carlos Lara-Alvarez
- Center for Research in Mathematics, Zacatecas, Mexico.,Center for Research and Advanced Studies of the National Polytechnic Institute, Tamaulipas, Ciudad Victoria, Mexico
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Wortha SM, Bloechle J, Ninaus M, Kiili K, Lindstedt A, Bahnmueller J, Moeller K, Klein E. Neurofunctional plasticity in fraction learning: An fMRI training study. Trends Neurosci Educ 2020; 21:100141. [PMID: 33303106 DOI: 10.1016/j.tine.2020.100141] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/21/2020] [Revised: 08/26/2020] [Accepted: 08/26/2020] [Indexed: 01/05/2023]
Abstract
BACKGROUND Fractions are known to be difficult for children and adults. Behavioral studies suggest that magnitude processing of fractions can be improved via number line estimation (NLE) trainings, but little is known about the neural correlates of fraction learning. METHOD To examine the neuro-cognitive foundations of fraction learning, behavioral performance and neural correlates were measured before and after a five-day NLE training. RESULTS In all evaluation tasks behavioral performance increased after training. We observed a fronto-parietal network associated with number magnitude processing to be recruited in all tasks as indicated by a numerical distance effect. For symbolic fractions, the distance effect on intraparietal activation was only observed after training. CONCLUSION The absence of a distance effect of symbolic fractions before the training could indicate an initially less automatic access to their overall magnitude. NLE training facilitates processing of overall fraction magnitude as indicated by the distance effect in neural activation.
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Affiliation(s)
- Silke M Wortha
- LEAD Graduate School & Research Network, University of Tuebingen, Tuebingen, Germany; Department of Neurology, Universitätsmedizin Greifswald, Greifswald, Germany.
| | - Johannes Bloechle
- Department of Psychiatry and Psychotherapy, University of Tuebingen, Tuebingen, Germany
| | - Manuel Ninaus
- LEAD Graduate School & Research Network, University of Tuebingen, Tuebingen, Germany; Leibniz-Institut für Wissensmedien, Tuebingen, Germany
| | - Kristian Kiili
- Faculty of Education and Culture, Tampere University, Tampere, Finland
| | - Antero Lindstedt
- Faculty of Information Technology and Communication Sciences, Tampere University, Pori, Finland
| | - Julia Bahnmueller
- LEAD Graduate School & Research Network, University of Tuebingen, Tuebingen, Germany; Centre for Mathematical Cognition, School of Science, Loughborough University, United Kingdom
| | - Korbinian Moeller
- LEAD Graduate School & Research Network, University of Tuebingen, Tuebingen, Germany; Leibniz-Institut für Wissensmedien, Tuebingen, Germany; Centre for Mathematical Cognition, School of Science, Loughborough University, United Kingdom; Individual Development and Adaptive Education Center, Frankfurt am Main, Germany
| | - Elise Klein
- Leibniz-Institut für Wissensmedien, Tuebingen, Germany; Université de Paris, LaPsyDÉ, CNRS, Sorbonne Paris Cité, Paris, France
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Kober SE, Wood G, Kiili K, Moeller K, Ninaus M. Game-based learning environments affect frontal brain activity. PLoS One 2020; 15:e0242573. [PMID: 33211780 PMCID: PMC7676717 DOI: 10.1371/journal.pone.0242573] [Citation(s) in RCA: 12] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/28/2020] [Accepted: 11/04/2020] [Indexed: 01/08/2023] Open
Abstract
Inclusion of game elements in learning environments to increase motivation and learning outcome is becoming increasingly popular. However, underlying mechanisms of game-based learning have not been studied sufficiently yet. In the present study, we investigated effects of game-based learning environments on a neurofunctional level. In particular, 59 healthy adults completed a game-based version (including game elements such as a narrative and virtual incentives) as well as a non-game-based version of a number line estimation task, to improve fractional knowledge, while their brain activity was monitored using near-infrared spectroscopy. Behavioral performance was comparable across the two versions, although there was a tendency that less errors were made in the game-based version. However, subjective user experience differed significantly between versions. Participants rated the game-based version as more attractive, novel, and stimulating but less efficient than the non-game-based version. Additionally, positive affect was reported to be higher while engaging in the game-based as compared to the non-game-based task version. Corroborating these user reports, we identified increased brain activation in areas associated with emotion and reward processing while playing the game-based version, which might be driven by rewarding elements of the game-based version. Moreover, frontal areas associated with attention were also more activated in the game-based version of the task. Hence, we observed converging evidence on a user experience and neurofunctional level indicating that the game-based version was more rewarding as well as emotionally and attentionally engaging. These results underscore the potential of game-based learning environments to promote more efficient learning by means of attention and reward up-tuning.
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Affiliation(s)
- Silvia Erika Kober
- Institute of Psychology, University of Graz, Graz, Austria
- BioTechMed-Graz, Graz, Austria
- * E-mail:
| | - Guilherme Wood
- Institute of Psychology, University of Graz, Graz, Austria
- BioTechMed-Graz, Graz, Austria
| | - Kristian Kiili
- Faculty of Education and Culture, Tampere University, Tampere, Finland
| | - Korbinian Moeller
- Centre for Mathematical Cognition, School of Science, Loughborough University, Loughborough, United Kingdom
- Leibniz-Institut für Wissensmedien, Tübingen, Germany
- LEAD Graduate School & Research Network, Eberhard-Karls University Tübingen, Tübingen, Germany
| | - Manuel Ninaus
- Centre for Mathematical Cognition, School of Science, Loughborough University, Loughborough, United Kingdom
- Leibniz-Institut für Wissensmedien, Tübingen, Germany
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Caserman P, Hoffmann K, Müller P, Schaub M, Straßburg K, Wiemeyer J, Bruder R, Göbel S. Quality Criteria for Serious Games: Serious Part, Game Part, and Balance. JMIR Serious Games 2020; 8:e19037. [PMID: 32706669 PMCID: PMC7414398 DOI: 10.2196/19037] [Citation(s) in RCA: 29] [Impact Index Per Article: 7.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/03/2020] [Revised: 05/14/2020] [Accepted: 05/29/2020] [Indexed: 12/23/2022] Open
Abstract
Serious games are digital games that have an additional goal beyond entertainment. Recently, many studies have explored different quality criteria for serious games, including effectiveness and attractiveness. Unfortunately, the double mission of serious games, that is, simultaneous achievement of intended effects (serious part) and entertainment (game part), is not adequately considered in these studies. This paper aims to identify essential quality criteria for serious games. The fundamental goal of our research is to identify important factors of serious games and to adapt the existing principles and requirements from game-related literature to effective and attractive serious games. In addition to the review of the relevant literature, we also include workshop results. Furthermore, we analyzed and summarized 22 state-of-the-art serious games for education and health. The selected best-practice serious games either prove their effectiveness through scientific studies or by winning game awards. For the analysis of these games, we refer to "DIN SPEC 91380 Serious Games Metadata Format." A summarized text states quality criteria for both the serious and the game part, and especially the balance between them. We provide guidelines for high-quality serious games drawn from literature analysis and in close cooperation with domain experts.
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Affiliation(s)
- Polona Caserman
- Multimedia Communications Lab, Technical University of Darmstadt, Darmstadt, Germany
| | - Katrin Hoffmann
- Institute of Sport Science, Technical University of Darmstadt, Darmstadt, Germany
| | - Philipp Müller
- Multimedia Communications Lab, Technical University of Darmstadt, Darmstadt, Germany
| | - Marcel Schaub
- Research Group Didactics of Mathematics, Technical University of Darmstadt, Darmstadt, Germany
| | - Katharina Straßburg
- Multimedia Communications Lab, Technical University of Darmstadt, Darmstadt, Germany
| | - Josef Wiemeyer
- Institute of Sport Science, Technical University of Darmstadt, Darmstadt, Germany
| | - Regina Bruder
- Research Group Didactics of Mathematics, Technical University of Darmstadt, Darmstadt, Germany
| | - Stefan Göbel
- Multimedia Communications Lab, Technical University of Darmstadt, Darmstadt, Germany
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Avgerinou VA, Tolmie A. Inhibition and cognitive load in fractions and decimals. BRITISH JOURNAL OF EDUCATIONAL PSYCHOLOGY 2019; 90 Suppl 1:240-256. [PMID: 31573075 DOI: 10.1111/bjep.12321] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/18/2019] [Revised: 08/24/2019] [Indexed: 01/08/2023]
Abstract
BACKGROUND Prior research with adults and children suggests that inhibitory control may have a role to play in learning counterintuitive fractions and decimals that are inconsistent with whole number knowledge. However, there is little research to date with primary school-aged children at the early stages of fraction and decimal instruction that addresses this relationship. Understanding this association has the potential to inform instructional practices concerning the learning of counterintuitive maths concepts. AIM This study examined the relationship between inhibitory control and counterintuitive fractions and decimals in the presence of varying cognitive load in 8- to 10-year-old children. METHODS Children aged 8-10 years (N = 95) completed a fraction and decimal magnitude comparison task with pairs that were either consistent (controls) or inconsistent (counterintuitive) with whole number magnitudes. Cognitive load was manipulated by presenting trials with simple integrated text (no additional load), with integrated text accompanied by supportive illustrations (low load), or with illustrations containing information that needed to be integrated to arrive at an answer (high load). Participants also completed measures of response and semantic inhibition. RESULTS Inhibitory control uniquely contributed to performance in counterintuitive fractions and decimals only under conditions of high cognitive load, where low semantic inhibition predicted longer response times. CONCLUSION Our results indicate a more nuanced relation between inhibitory control and counterintuitive fractions and decimals than presumed by previous research. They suggest that the role of inhibitory control when reasoning about counterintuitive fractions and decimals is not constant, and it is only drawn on at high levels of cognitive load.
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Affiliation(s)
| | - Andrew Tolmie
- UCL Institute of Education, University College London, UK
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