| Literature DB >> 35496196 |
Cyril Brom1, Lukáš Kolek1, Jiří Lukavský2,3, Filip Děchtěrenko2,3, Kristina Volná4.
Abstract
Learning grammar requires practice and practicing grammar can be boring. We examined whether an instructional game with intrinsically integrated game mechanics promotes this practice: compared to rote learning through a quiz. We did so "in the field." Tens of thousands children visited, in their leisure time, a public website with tens of attractive online games for children during a 6-week-long period. Of these children, 11,949 picked voluntarily our grammar training intervention. Thereafter, unbeknown to them, they were assigned either to the game or the quiz condition. By means of learning analytics, we examined variables related to participants' persistence and performance. The results showed large participant drop-out before completing the first level in both conditions (42.2%), confirming the boringness of the topic. More children completed at least one level in the game compared to the quiz (61.8 vs. 53.6%). However, more children completed the intervention (all six levels) with the quiz (6.0 vs. 4.3%). In the game, children answered fewer questions correctly (36.3 vs. 47.4) and made more errors compared to the quiz (16.1 vs. 13.1). These findings suggest that even if a game initially catches user attention, it may not hold it. Plus, even if it is a minimalistic game with intrinsic integration of learning and playing, it may be distractive. We conclude that persistence in practicing grammar may be driven by other means than by a game's shooting mechanics; for instance, by a desire to learn the topic and a feeling of achievement or by quizzing mechanics.Entities:
Keywords: distraction; game-based learning (GBL); interest; intrinsic integration; learning analytics; persistence; quiz
Year: 2022 PMID: 35496196 PMCID: PMC9049184 DOI: 10.3389/fpsyg.2022.856623
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
FIGURE 1Demonstration of (A) the gameplay in the experimental intervention, (B) the control intervention and (C) the ČT Déčko website with the same banner for the Íčkovaná experimental and the control interventions (placed in the middle). [Courtesy of Czech Television (c)].
FIGURE 2(Left) Number of players who completed either successfully or unsuccessfully x level. I.e., all players in level x + 1 are also included in level x: the difference between levels x + 1 and x is the dropout rate between those two levels. Apparently, starting from level 2, more participants played the quiz. (Right) Relative percentage of players’ maximum level reached (out of players from each condition). That is, these players played the respective level at least once but might not necessarily have passed it successfully. The higher peak at level 6 corresponds to players who were determined to finish the game. Value 0 denotes players who did not finish even a single round.
Selected game/quiz parameters and their comparison for players who completed at least one round. We report t- and p- values from between-subject t-tests.
| variable name | Game | Quiz |
|
|
| 95% CI |
| 1. Number of rounds a player completed (successful + unsuccessful) | 2.78 (3.64) | 2.70 (3.28) | 0.95 | 0.343 | 0.02 | (−0.02, 0.07) |
| 2. Number of rounds played in one session | 2.13 (2.10) | 2.26 (2.15) | −2.44 | 0.015 | −0.06 | (−0.11, −0.01) |
| 3. Number of player sessions | 1.24 (0.81) | 1.15 (0.54) | 5.46 | <0.001 | 0.13 | (0.08, 0.18) |
| 4. Maximum level that player finished (successful + unsuccessful) | 1.76 (1.48) | 2.03 (1.71) | −6.99 | <0.001 | −0.17 | (−0.22, −0.12) |
| 5. Maximum level that player finished successfully | 1.16 (1.71) | 1.62 (1.92) | −10.47 | <0.001 | −0.26 | (−0.30, −0.21) |
| 6. Number of answers per player (i.e., correct + incorrect) | 52.39 (80.88) | 60.06 (77.22) | −4.03 | <0.001 | −0.1 | (−0.14, −0.05) |
| 7. Number of correct answers per player | 36.34 (53.18) | 46.95 (65.38) | 4.45 | <0.001 | 0.1 | (0.06, 0.15) |
| 8. Number of incorrect answers per player | 16.05 (33.60) | 13.12 (20.42) | −7.3 | <0.001 | −0.18 | (−0.23, −0.13) |
FIGURE 3Mean number of not passed rounds per player and level (left) and passed rounds per player and level (right). Note that a player can return to the level and play it several times. Error bars indicate bootstrap-based 95%-confidence intervals.