Educational Technology & Society, 15 (3), 240–250. Tsai, F.-H., Yu, K.-C., & Hsiao, H.-S. (2012).
Prior knowledge was defined as the last semester’s mathematics and science grade, since playing Super Delivery need to make use of the arithmetic ability and to learn the science knowledge.
Game and instrument
This paper constructed a multiplayer educational game targeting five important knowledge concepts appropriate for sixthgrade students: (1) sources of energy; (2) sources of electricity; (3) conductors and insulators; (4) electric power rate; and (5) electricity cost. First, this paper selected the role playing game (RPG) style and two types of interactive learning techniques, including task-based learning and drill practice.
When a player moves his avatar into a charging station or quiz station, the right frame will also provide an area for inputting the charging cost, displaying random multiple-choice questions, or browsing the learning content about the five important knowledge concepts mentioned above, as shown in Figure 2. In the bottom frame, there is an area for displaying players’ personal messages such as the chat history.
To understand whether Super Delivery promoted learning, a performance test for evaluating the study participants’ effectiveness of knowledge acquisition was necessary. Therefore, based on the learning goals of the game, this paper developed a paper-based performance test. The test was composed of 5 multiple-choice (MC) items and 5 constructed-response (CR) items. The MC items measured the five important factual knowledge mentioned above.
Results
David learned the concept of electric power after playing Super Delivery, since his initial reaction was just guessing when he faced the similar question in game’s quiz stations. However, he forgot the unit of electrical energy, since he got the correct answer of the same question in the performance test. In addition to David, Jenny, Lisa and Allen also confused the unit of electrical energy with the unit of electric power. It was also found that Nancy and Peter had misconceptions when calculating the electricity cost on the performance test. According to the results of the performance test and interviews, this paper classified students’ practical effectiveness of knowledge acquisition into three levels – high, middle, and low (see Table 1).
It was found that students had three key gaming behaviors when interacting with the game: (1) learning motivation to seriously learn new knowledge; (2) learning ability to successfully understand new knowledge; and (3) playing skill to solve game problems.
Based on these results, a decision tree was constructed, as shown in Figure 4, to describe why differences in the effectiveness of knowledge acquisition existed among the study participants, and to include likely outcomes of learning effectiveness which did not happen to our participants.
The direct determinant of performance on knowledge
acquisition in DGBL could be if a student simultaneously possesses learning
motivation to learn new knowledge in the game, learning ability to successfully
understand new knowledge in the game, and playing skill to successfully
complete the game’s task. Also, it was found that the students’ learning
motivation about learning new knowledge in the game was negatively affected by
their playing motivation in DGBL; students’ learning ability about successfully
understanding new knowledge in the game was positively affected by their prior
knowledge; students’ playing skill about successfully
completing the game’s task was positively affected by their previous online
game experience. Hence, these could be the factors indirectly influencing the
effectiveness of knowledge acquisition in DGBL.
Future studies
First, to examine the accuracy of this study, future
studies could increase the number of samples by quantitative methods such as structural
equation modeling, or conduct more in-field experiments to inspect if the other
representative games also lead to the same casual map shown in Figure 3.
Second, to derive more useful casual map or decision tree
for understanding the effectiveness of DGBL, more factors should be taken into
account in the future. As mentioned before, the components of learning ability
that affect students’ performance in acquiring knowledge in DGBL need to be
explored further. The factors in terms of different game type or different ages
of audience also should be considered circumspectly when exploring the factors
influencing the effectiveness of DGBL.
Finally, a revision of Super Delivery based on the
findings of this study can be created and then compared with the original
version.
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