Title: The effects of computer games on primary school students
1The effects of computer games on primary school
students achievement and motivation in
geography learning
- Hakan Tuzun1, Meryem Yilmaz Soylu1, Turkan
Karakus2, Yavuz Inal2, Gonca Kizilkaya1 - AERA 2008, New York, NYMarch 25, 2008
1 Department of Computer Education and
Instructional Technology, Hacettepe University,
Ankara, Turkey 2 Department of Computer Education
and Instructional Technology, Middle East
Technical University, Ankara, Turkey
2Introduction
- Geographys study area is the world and all that
is in it (Fitzpatrick, 1993, p.156) - Interpreting ordinary issues in our era requires
a solid understanding of geographic issues - Interest in teaching and learning about geography
is declining on the contrary (McNally III, 1987) - Many studies have pointed to the changing student
characteristics in the new era, and indicated the
need for a shift to a new pedagogy - Computer games have emerged as a frontier for
geography education
3Purpose
- The general purpose of this study was to examine
the impacts of a computer game in geography
learning by primary school students. - Specifically, the following questions were
examined - What is the achievement of students learning
through the game-based learning environment?, - What is the nature of learners motivation in the
game-based learning environment and how this
motivation differs from their traditional school
environment?, - And what are the implementation issues when a
computer game is used in geography curriculum?
4Method
- ICT impact could not be fully understood without
considering the whole educational context
(Solomon, 1990) - A mixed-method approach was undertaken
- A Combination of
- Quantitative (pre and post tests)
- Qualitative (observations, interviews, open-ended
questions, digital records)
5Research context
- Naturalistic school environment
- A private K-8 elementary school embedded in a
state university in the center part of Turkey - 1240 students between the ages of 7 and 14 with
avarage class size 27 - 144 teachers and 37 support personnel
- 3 computer rooms, each equipped with 15 networked
computers and a whiteboard
6Study context
- The school was part of a EU Comenious project
- 17 schools from 15 countries have participated to
stimulate their students, aged 3 to 15, towards
acquiring information, and working and learning
together including new technologies in order to
learn about similarities and differences among
the world countries - The project required the participating schools a)
conduct on-site activities among local students,
b) produce artifacts reflecting information
related to their school, city, country,
geography, and culture, and c) integrate these
artifacts through collaborative activities among
international project partners. - The game implementation at this school served as
part of this Comenius project, specifically
functioning as one of the on-site activities
among local students.
7Participants
- Comenius Classroom (CC) consisted of 24 students
- 12 girls and 12 boys from 4th and 5th grades
- English fluency was above the avarage
- Capable of using word processing and presentation
software and utilizing the Internet for research
and communication - All have computer at home and many of them played
computer games - Social and economic status of the students were
above the avarage
8Design of the GBL environment
- An educational computer game, Quest Atlantis (QA)
was employed - 21st-Century Curriculum Reflexive Play Spaces
and the Quest Atlantis ProjectThursday, March
27, 2008, 1225 pm to 155 pmNew York Marriott
Marquis Times Square - QA is a Multi-User Virtual Environment (MUVE)
immersing players into a rich narrative to
complete curricular activities called as Quests - QA is a socio-technical structure that
facilitates learners in critiquing and improving
themselves - QA contains many components taking time to
implement in any school or after-school context - Global Village was developed in the QA universe
9(No Transcript)
10Implementation
- The CC utilized the game environment for 3 weeks,
an hour a day once a week - Computer teacher responsible from Comenius
project and two other teachers guided and
supported all implementation activities - 24 students participated in the first weeks
implementation that started by informing students
about the procedure - 17 students participated in the second and third
weeks implementation activities
11Quantitative data sources
- Both quantitative and qualitative methods were
used - Instruments for collecting quantitative data
included an achievement test and a motivation
scale - An achievement test that was multiple-choice type
including 17 questions was developed - A motivation scale was developed based on the
work of Lepper, Corpus, and Iyengar (2005) - Two versions of the motivation scale were
developed One for measuring motivation of
students learning in their traditional school
context, and the other for measuring motivation
of students learning in the game-based learning
context
12Qualitative data sources
- Four open-ended questions were asked through a
paper-based instrument to qualitatively evaluate
students learning and motivation - What did you learn about continents and
countries while exploring the Global Village?, - How and where you may use the information you
obtained?, - How did you feel while collecting information in
the Global Village was it fun or boring?, - What would you recommended to your friends using
Global Village in the future? - A digital audio recorder, digital camera, and
16-page single-spaced observation records, 2
interviews
13Events during the implementation
14Data analysis
- 13 students (4 girls and 9 boys) attended all
sessions during implementation - A paired-sample t-test was conducted
- to compare students learning before and after
the intervention - to compare intrinsic and extrinsic motivations of
students between the school and game context - Open coding of observation records (Glaser
Strauss, 1967) - 44 codes were obtained grouped under three
categories - Implementation context
- The GBL environment
- General implementation isues
15Quantitative results
Achievement
- For pre-achievement test
- M 6.2, SD 1.0
- For post-achievement test
- M 8.6, SD 2.4
Difference was statistically significant (t(12)
4.09, p lt .01)
Intrinsic motivation
- For game context
- M 31.4, SD 6.7
- For school context
- M 27.6, SD 7.2
Difference was statistically significant (t(12)
2.21, p lt .05)
Extrinsic motivation
- For game context
- M 27.8, SD 6.0
- For school context
- M 31.7, SD 5.5
Difference was statistically significant (t(12)
3.32, p lt .01)
16Quantitative results Motivational constructs
17Qualitative results - 1
- GBL Environment
- General characteristics
- a 3D MUVE (transporting, communicating)
- Learning activities were presented with a general
goal and sub-goals with a storyline encompassing
all of these goals - These general characteristics resulted in a fun
learning experience - General characteristics generated 4 affordences
- Exploration (afforded by 3D MUVE)
- Interaction (afforded by 3D MUVE, use of avatars,
and chat tool) - Collaboration (afforded by interaction and the
open space in the middle of the computer rooms ) - Presence (afforded by all game characteristics)
- Follow me
- This is a nice place
- Where are you?, I am in the house, Which of them?
- I have seen you
- Lets meet at the Japanese flag
18Qualitative results - 2
- General implementation issues
- Expectation of players Players had high
expectations from the game environment - Players interest toward the game Students
played the game with great interest and
enthusiasm - Role of teachers Many technical and
non-technical problems arose, The support given
by teachers - Interviews supported the findings from
observations
19Discussion - 1
- Students achieved statistically significant
learning gains - When compared to the traditional school
environment, students had statistically
significant higher intrinsic motivations and
statistically significant lower extrinsic
motivations while learning through the game-based
learning environment. Moreover, they had
decreased focus on getting grades and they were
more independent while participating in
game-based activities. - Computer games can be utilized in formal learning
environments to support students in learning
about geography - The affordances of exploration, interaction,
collaboration, and immersion in computer games
may provide rich opportunities for geography
learning - In the areas of spatial, area studies, man-land
inquires, and earth science studies
20Discussion 2
- Teachers seemed to have transformed roles in
game-based learning environments. - Lecturer ? guide and manager
- Problems originating from technology, flexibility
in designs against problems - Good documentations from instructional designers
- Support staff cultivated with awareness to
emergent problems in instructional designs
involving rich technologies
21Discussion 3
- Aesthetic elements in game designs must have
intentions - Games embrace the characteristics of the new
pedagogy - the authenticity through which learners deal with
issues that have local and global significance by
using real-world data - the relevancy of geography education to personal
interests - students undertaking more responsibility in
their learning - instructors shifting roles as facilitators in
learning contexts
22Questions Comments
- Thank you for your participation!
- Quest Atlantis is supported by NSF, NASA, and
MacArthur Foundation. - Contact Dr. Hakan TUZUN
- E-mail htuzun_at_hacettepe.edu.tr
- Web http//yunus.hacettepe.edu.tr/htuzun/