Learning Through A Mobile Game: Reactions Of Undergraduate Students
Author(s):
Ana Amelia Carvalho (presenting / submitting)
Conference:
ECER 2016
Format:
Paper

Session Information

06 SES 09 JS, Video Games and Mobile Games

Joint Paper Session NW 06 and NW 16

Time:
2016-08-25
13:30-15:00
Room:
NM-Theatre M
Chair:
Rachel Shanks

Contribution

First year undergraduate students arrive to the universities depending on their mobile devices. These students belong to a generation called the "thumb generation" (Rheingold, 2002), digital natives (Prensky, 2001, 2009), homo zappiens (Veen & Vrakking, 2006), amongst others. They like to play games, to be online, to participate actively in social networks, to do multitasking, to send SMS and MMS, to be connected all the time, and so on. They need challenging digital interactive activities to learn through their mobile devices, as they used to, particularly with online games (Douch et al., 2010; Gee, 2003; Hamari et al., 2016; Orr & McGuinness, 2014; Laurillard, 2009; Squire, 2011).

 

Different skills can be learned with video games based on the type of game and gameplay characteristics (Connolly et al., 2012; Gee, 2003; Hamari et al., 2016; Orr & McGuinness, 2014; Squire, 2011; Zimmerman, 2008).

Most lecturers realized that students are changing. Each time is more difficult to get them engaged in learning. Due to the increased popularity of games among students and the use of mobile devices, we developed a research project called "From games to mobile-learning interactive activities" (PTDC/CPE-CED/118337/2010). This project intends to characterize students’ game preferences and habits, to identify the learning principles, proposed by Gee (2003), in the most played games by students, to identify game mechanics, to create a mobile game and to evaluate its effect on learning as well as on students’ engagement.

In this paper, we will focus on the reactions to learning of undergraduate students through a mobile game. This game was used on a first year Higher Education course as an introduction to a module. For a better understanding of this research, we will describe data collected in 2013 about students’ game preferences and game habits, the game mechanics and game components identified in the most played games, and the game developed - "Konnecting. The evolution of communication". Finally, the introduction of the mobile game as course content material will be described, and the learning results obtained will be presented as well as students’ opinion about the game.

The research questions are:

a) Which are higher education students' mobile game preferences and habits?;

b) Would undergraduate students be engaged in learning an introductory module course through a mobile game?;

c) Did they learn through the mobile game "Konnecting"?

 

The main objectives are:

a) To identify higher education students' mobile game preferences and habits;

b) To create a mobile game to learn an introductory learning content;

c) To collect data about the effect of the game in undergraduate students' learning;

d) To analyse students learning engagement.

 

A survey (Babbie, 1997) was conducted in Portugal. An online questionnaire was developed and 1101 answers were collected, 626 (56.9%) were mobile game players, 263 male and 363 female. The results indicate that the games most played by Higher Education students are essentially casual and puzzle games, with existing differences between female and male students' preferences (Carvalho, Araújo & Zagalo, 2014).  The top five played games are Candy Crush, Angry Birds, The Sims, Bubbles, and ranking in 5th place are Flow, Fruit Ninja and Solitaire. Most respondents prefer to play alone (71.6%).

 

Students were asked if they would like to use games to learn course contents and most of them answered positively (78.12%).

After the analysis of the favourite games and the identification of the learning principles and the game mechanics, the research team began the design of a game for mobile devices aimed at undergraduate students.

The game developed is called "Konnecting" and it focuses on the evolution of human communication since prehistoric times to the selfie stick.

Method

A quasi-experimental study was conducted (MacMillan & Schumaker, 1997) with a single group. Two questionnaires were developed, one for the sample characterization and the other one about users' reactions to the mobile game. They were filled in online. A knowledge test was applied before playing the game (pre-test) and after the game (pos-test). The study was conducted in October 2015. The sample included 26 undergraduate students of an Education Sciences degree programme, enrolled in the course Education and Communication. All participants were female, with ages between 18 and 21 years old. The mode was 18 years old. Most of the participants (84.6%) likes to play games on their mobile devices and they are used to download games for their mobile devices (80,8%). However, only 15% had ever learned new curricular concepts by using a digital game. Most of the participants (69%) has an Android mobile device, which is necessary to play the game. After the students have filled the sample characterization questionnaire and the pre-test knowledge test, they downloaded the game and signed up. As soon as the teacher accepts them they could play the game. This is important for students to compare their scores. On the game leaderboard they only see the five best students’ scores and each student sees his/her own position in the ranking. After students finished to play the game, a Knowledge test( post-test) was applied. Finally they filled the questionnaire about users' reactions to the mobile game. The results achieved through the non parametric Wilcoxon ranked test are statistically significant (p=.000). Students learned with the game "Konnecting". All the students (n=26) liked the game. Most of the students considered that the game is interesting, and it is a good way to study the contents of the course. As one student referred: “it is a great teaching and learning method” (ID12). Two students considered the game fun and pedagogical. The following quote from a student confirms this: “At first, when the game was presented in class and as it was a mandatory element of the assessment method used in the course, my first impression was not the best, because I thought that the game would not provide us with great knowledge and that it would be a waste of time (…) However, after downloading it (...) my enthusiasm changed. It became a competition and a nice way to learn” (ID14).

Expected Outcomes

Students learned through playing the game and the knowledge test results were statistically significant. All of them liked the game and they reported that it is a good way to study the contents of the course. They got engaged in the learning process. The game provided curiosity for 71% of the students who wanted to know more about the subjects in the game. "Learning through Konnecting was somewhat curious and fun! I learned a new subject in such an “informal" way which is much more pleasurable than having extensive lectures that sometimes only get us tired and bored" (ID12). Another student stated "I liked the motivation that the game creates. It is a simple way to catch the attention, considering each student’s learning needs" (ID24). Checking the leaderboard was stimulating for 73% of the students. They referred that the game was fun (65%), they learned a lot in a short period of time (58%). However, two students mentioned that they would have preferred to do a project or have lectures instead of the game. Besides the 26 participants, eight students had positive results but did not sign up. They were inquired. They preferred, due to several motives, to read printscreens of the game instead of playing the game. Some had difficulty installing the game or they did not have an Android device. Some guidelines about how to install an emulator were provided. Further research is needed to understand this new generation. During the presentation several situations related to students behaviour will be reported for discussion.

References

Babbie, E. (1997). Survey Research Methods. Belmont, California: Wadsworth. Carvalho, A. A., Araujo, I. C., & Zagalo, N. (2014). A Framework for Gamified Activities Based on Mobile Games Played by Portuguese University Students. In P. Kommers, T. Issa, D.-F. Chang, & P. Isaías (Eds.), Proceedings Of The International Conferences On Educational Technologies (ICEduTech 2014) (pp. 89–96). New Taipei City: IADIS. Connolly, T.M., Boyle, E., MacArthur, E., Hainey, T., & Boyle, J. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), pp.661–686. Available at: http://dx.doi.org/10.1016/j.compedu.2012.03.004 Douch, R., Attewell, J., & Dawson, D. (2010). Games Technologies for Learning. London: LNS. Gee, J. P. (2003). What Video Games have to teach us about learning and literacy. EUA: Palgrave Macmillan. Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior, 54, 170–179. doi: 10.1016/j.chb.2015.07.045. Laurillard, D. (2009). Rethinking University Teaching. London: RoutledgeFalmer. MacMillan, J., & Schumaker, S. (1997). Research in Education: a conceptual introduction. New York: Longman. Orr, K., & McGuinness, C. (2014). What is the “Learning” in Games-Based Learning? In T. M. Connolly, T. Hainey, E. Boyle, G. Baxter, & P. Moreno-Ger (Eds.), Psychology, Pedagogy, and Assessment in Serious Games (pp. 221–242). Hershey, PA: IGI Global. doi:10.4018/978-1-4666-4773-2.ch011. Prensky, M. (2001). Digital Natives, Digital Immigrants. On the Horizon, v. 9, n. 5. Prensky, M. H. (2009). Sapiens Digital: From Digital Immigrants and Digital Natives to Digital Wisdom. Innovative, v. 5, n. 3, 2009. Rheingold, H. (2002). Smart Mobs: The next social revolution. Cambridge, MA: Perseus Publishing. Squire, K. D. (2011). Video Games and Learning - Teaching and Participatory Culture in the digital age. New York: Teachers College, Columbia University. Veen, W., & Vrakking, B. (2006). Homo Zapiens: growing up in a digital age. London: Network Continuum Education, 2006. Zimmerman, E. (2008). Gaming literacy: Game Design as a Model for Literacy in the Twenty-First Century. In B. Perron, & M. J. Wolf (eds), The Video Game Theory Reader 2 (pp. 23-31). New York: Routledge.

Author Information

Ana Amelia Carvalho (presenting / submitting)
University of Coimbra
University of Coimbra
Coimbra

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