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The effects of computer games on primary school students

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Title: The effects of computer games on primary school students


1
The 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
2
Introduction
  • 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

3
Purpose
  • 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?

4
Method
  • 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)

5
Research 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

6
Study 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.

7
Participants
  • 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

8
Design 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)
10
Implementation
  • 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

11
Quantitative 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

12
Qualitative 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

13
Events during the implementation
14
Data 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

15
Quantitative 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)
16
Quantitative results Motivational constructs
17
Qualitative 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

18
Qualitative 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

19
Discussion - 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

20
Discussion 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

21
Discussion 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

22
Questions 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/
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