Game experience of the Number Navigation Game: Effects on arithmetic fluency and motivation Gabriela Rodríguez Padillaa, Boglarka Brezovszkya, Nonmanut Pongsakdia, Tomi Jaakkolaab, Minna Hannula-Sormunenbc, Jake McMullenab, Erno Lehtinenab a b c Centre for Learning Research, University of Turku Department of Teacher Education, University of Turku Turku Institute for Advanced Studies, University of Turku Abstract The Number Navigation Game (NNG) is a mathematical Serious Game designed to enhance students’ flexible and adaptive arithmetic strategies and to increase motivation towards math. Fourth to sixth grade classrooms were randomly sorted into either an experimental group (students n=642) which played the game during a ten-week period or into a control group (students n=526) which continued with a traditional mathematics curriculum. The aims of this study were to: 1) describe the effect of an intervention on students’ arithmetic fluency and expectancy-values; 2) describe the effect of game experiences on the experimental group’s arithmetic fluency and expectancy-values; and 3) examine whether pre-test math motivation and gaming proficiency influence game experiences. Results indicate that regardless of the intervention, all participants showed an increase in arithmetic fluency and a decrease in expectancy-values, although the intervention had a small effect in accentuating these changes. Both gaming proficiency and pre-test expectancy-values influenced students’ game experience with the NNG, and students’ game experiences moderated the effectiveness of the intervention in increasing motivation towards math. Students who were already highly motivated towards mathematics were the ones who benefited the most from the intervention. Keywords: Serious Game, GEQ, motivation, expectancy-value model, arithmetic fluency 1 1. Introduction The term “Serious Games” (Abt, 1970) originally referred to board and card games created as educational tools. With time it has become the most common way to refer to digital games specifically designed to produce cognitive, motivational, or physiological outcomes. The Number Navigation Game (NNG) is a Serious Game which has been developed to enhance students’ arithmetic flexibility and adaptivity. In the NNG a player must navigate across the seas, retrieving items with which to build villages. To do this, a player takes control of a ship and sails it by inputting mathematical equations which take the ship from one numericallocation to another. The NNG was conceived as an engaging platform in which students can explore and reflect upon number combinations and the relationships between numbers. It offers extensive and situated practice through which flexible and adaptive arithmetic problem solving skills can be strengthened. A survey carried out amongst Finnish school teachers by Klemmetti and colleagues (2009) revealed that 99% of respondents (N=291) believed Serious Games would motivate students’ learning. Despite this assumption, there is a lack of empirical studies providing evidence that Serious Games are motivating tools or are able to significantly increase motivation towards learning (Connolly, Boyle, MacArthur, Hainey, & Boyle, 2012). The main aim of the present study was to find out whether playing the NNG is effective at improving students’ arithmetic fluency and motivation towards mathematics, whilst also taking into consideration their game experiences. As a side objective, the relationship between a) students’ pre-test motivation and gaming proficiency with b) their game experiences was also studied. The present study is part of a larger project trying to understand the effectiveness of the NNG. 1.1. Arithmetic fluency Arithmetic fluency has been described as a by-product of children’s number sense. Being able to memorize and quickly and accurately retrieve basic number combinations is both a 2 sign of deeper conceptual understanding (Baroody, Bajwa, & Eiland, 2009) and a requisite for further conceptual and procedural development (Canobi, 2009) such as adaptivity and flexibility. A main aim of the study was to explore the effects of an intervention with the NNG on changes in students’ arithmetic fluency, as these changes would indicate that playing the NNG has positive mathematical outcomes. While this study takes mostly a motivational perspective, these learning outcomes must be also considered when understanding a game’s effectiveness. 1.2. Motivation and the expectancy-value model Motivation was looked at from the perspective of Eccles. and colleagues’ expectancy-values model (Berger & Karabenick, 2011; Eccles & Wigfield, 2002; Wigfield & Cambria, 2010), which is widely used in educational studies due to its usefulness in predicting students’ future performance, persistence, and choices (Eccles and Wigfield, 2002). Psychological, sociocultural, and contextual factors such as the feedback children receive from parents, schools, and peers influence the development of their expectancy-values (Wigfield and Cambria 2010). Expectancy itself refers to how well a person believes they will perform a task, whereas values refer to a person’s reasons for engaging in a task. In other words, the “expectancy” part refers to self-efficacy, or beliefs in one’s own ability. Task “value” is composed of four aspects: interest, or how enjoyable a person finds the task; attainment value, or how important it is for the person to perform well at the task; utility, or how useful the task is for a person’s life; and cost, or what is the price a person believes they pay in order to perform well in a task, both in terms of effort and time. Throughout this study those five components (interest, utility, attainment value, cost, self-efficacy) are referred to as expectancy-values and understood as indicators of achievement motivation. (Wigfield and Cambria, 2010) A main aim of the study was to explore the changes in expectancy-values 3 because while motivation is bound to a specific context or situation, expectancy-values still influence an individual’s engagement in an activity (Wigfield and Cambria, 2010). 1.3. Game Experience For the purposes of this study, game experience was considered from a framework composed of seven dimensions: competence, challenge, flow, sensory and imaginative immersion, negative affect, positive affect, and tension. These dimensions are measured post-play through the Game Experience Questionnaire (GEQ). Although originally developed to measure users’ experiences with commercial games for entertainment, the GEQ has also been used for Serious Games and has become an important tool as it offers the possibility to develop a common understanding of game experience (Oksanen, 2013; Nacke, Stellmach, & Lindley, 2011; De Grove, Van Looy, & Courtois, 2010; Poels, IJsselsteijn, de Kort, & Van Iersel, 2010; Gajadhar, Nap, de Kort, & IJsselsteijn, 2008; Ijsselsteijn, de Kort, Poels, Jurgelionis, & Bellotti, 2007). Ijsselsteijn and colleagues (2007) define flow as a central dimension of game experience, and characterize it as a form of immersion which arises when a player feels a balance between how competent they are and how challenging the game is. They argue, however, that immersion is a broad concept in which sensory and imaginative immersion is separate from flow or challenge-immersion. Sensory and imaginative immersion refers to the absorption a player might feel towards game features such as story, game world, graphics, or sound. The other dimensions of positive affect, negative affect, and tension, focus more on post-play emotions which indicate how enjoyable the game experience was. Complementing these widely used dimensions of game experience, our study included an additional dimension of “positive value”, which measures students’ belief in the positive value of the game. This dimension was added considering both the NNG’s learning aims, and the argument that in order to benefit from game based learning, users must first 4 believe in the positive value of these games (Whitton, 2009). Exploring the effect of students’ game experiences on the NNG’s arithmetic and motivational outcomes was part of the study’s main aim. It is necessary to understand the types of game experiences students have when playing the NNG; as it is clear that positive game experiences foster engagement while negative ones hinder it, an unengaged student might stop playing or only do so reluctantly (Oksanen, 2013), which might have repercussions on the effectiveness of the NNG in enhancing students’ arithmetic fluency or expectancy-values. 1.4. Gaming Proficiency Research has shown that it is important to consider gaming proficiency when studying the effectiveness of Serious Games. Proficiency playing digital games has been proven to predict both future performance in Digital Game based environments as well as affective and motivational learning outcomes (Orvis, Horn, & Belanich, 2007; Pavlas, Heyne, Bedwell, Lazzara, & Salas, 2010). It has been argued that proficiency furthermore has an impact on student’s acceptance of video games in the classroom (Bourgonjon, Valcke, Soetaert, & Schellens, 2010). The acceptance of videogame use in the classroom is essential, as Whitton (2009) has argued that users must believe in the positive value of games to benefit from them. Three main aspects were studied as indicators of students’ gaming proficiency: their gaming self-efficacy, the frequency with which they play games for fun, and the frequency with which they play games for learning. A side aim of this study was to explore the relationship between a) students’ pre-test math expectancy-values and their gaming proficiency with b) their game experiences. Since math expectancy-values indicate a student’s willingness to engage in a math activity (Wigfield and Cambria, 2010) and gaming proficiency influence the acceptance and outcomes of a gaming activity, it is necessary to consider both when looking at the effectiveness of the NNG. 5 2. Research Questions The objective of this study is to answer the following research questions: • What is the effect of the intervention on students’ arithmetic fluency and expectancyvalues? • What is the effect of students’ game experiences with the NNG on their arithmetic fluency and expectancy-values? • What are students’ pre-test expectancy-values and gaming proficiencies, and do these predict students’ game experiences with the NNG? 3. Method 3.1. Participants 1168 participants from sixty-one 4th-6th grade classrooms spread across four cities in Finland participated in this study. Participation was voluntary both at the class level and the individual level, and informed consent was acquired in writing from the parents of all participants. From the total n=546 were female, n=620 were male, and there was missing data on the gender of n=2. As to grade level, n=135 were 4th graders, n=606 were 5th graders, and n=427 were 6th graders. The mean ages for our 4th, 5th, and 6th grade participants are 10 years and 2 ½ months, 11 years and 2 ½ months, and 12 years and 3 months old respectively. Classes were randomly assigned into control and experimental groups, with n=642 participants belonging to the experimental group and n=526 to the control group. 3.2. Design Table 1 Experimental Design Control Experimental ü ü Pre-Test First Phase Math Test Pre-Questionnaire 6 demographics ü ü gaming proficiency items ü ü math expectancy-values ü ü Gaming intervention (10 weeks) ü NNG Post-Test Math Test ü ü ü ü Post-Questionnaire math expectancy-values ü Gaming Experience Questionnaire Gaming intervention NNG ü During the spring term 2014, the experimental group played NNG for a ten week period while the control group continued with a traditional mathematics curriculum (see Table 1). Afterwards, conditions were reversed. While the present study only encompasses this first phase of the experiment, it is relevant to mention the reversal of conditions not only because it would have been ethically questionable to deny participants in the control group the chance to play, but also because the control group’s knowledge about the upcoming play sessions could have an impact on some post-test measures. This must be considered when looking at the results. Amongst the experimental group playing the NNG, the actual implementation of the game varied greatly from class to class. Teachers were invited for a training session in which they were informed about the NNG’s learning aims and play mechanics. As part of their training, teachers were told sessions needed to last at least 30 minutes in order to give their students enough time to make significant progress in the game. Nevertheless teachers were free to decide how long play sessions would extend, how to space these sessions throughout the intervention, what kind of support they’d provide their students, and whether 7 students would play individually or in pairs. In case students played in pairs, teachers chose the criteria under which pairs would be formed. At the end of the school year, all participants received a copy of the NNG, but were not otherwise monetarily rewarded. As part of the testing procedures, however, students were thanked for contributing towards research, and the importance of their participation as research team members was emphasized. 3.3. Materials See Number Navigation Game description, attached. 3.4. Measures Data used for this study was collected from questionnaires and math tests before and after the intervention. Pre- and post- math tests were rigorously timed and structured, and were imparted by trained testers following standardized procedures. Both pre- and postquestionnaires were filled out by students during regular class time under the guidance of their teachers. The pre-questionnaire was identical for all participants while the postquestionnaire had additional items for the experimental group. 3.4.1. Arithmetic Fluency Students’ fluency in solving basic arithmetic tasks is used in this study as an indicator of cognitive outcomes. The test was adapted from the Math Fluency test of the WoodcockJohnson Tests of Achievement (Woodcock, McGrew, & Mather, 2001), in which students have three minutes to answer as many simple arithmetic problems out of 160 as they can. 3.4.2. Math Expectancy-Values Fourteen Likert-scale items (Appendix A) measuring math expectancy-values were completed before and after the intervention by all participants. These items were studied through principal component analysis with varimax rotation. Five separate factors (interest, utility, attainment value, self-efficacy, and cost) were found, upholding the 5-factor model developed by Eccles and Wigfield (2002). The explained variance of the model was 75.90%. 8 Data was adequate for factor analysis with a 0.90 Kaiser–Meyer–Olkin Measure, and Barlett’s test of sphericity showed a significance of < 0.001. The factors were shown to have good internal consistency and to be reliable across the two tests. At pre-test: interest Cronbach’s α= 0.91, utility: α= 0.80, attainment value: α= 0.82, cost: α= 0.51, and math selfefficacy α= 0.81. Post-test reliabilities were the same except for cost, α= 0.58 at post-test. The poor reliability of cost compared to the other measures can be due to this dimension only having two items. 3.4.3. Gaming Proficiency Measures considered for students’ gaming proficiency were taken from their prequestionnaire responses and focused on their gaming self-efficacy, the frequency with which they play games for fun, and the frequency with which they play games for learning. Access to technology was measured as a control variable. Gaming self-efficacy was a reliable measure (α= 0.87) and was computed from items taken from Orvis (2007): I am certain I will be good at most videogames I try to play, I am confident in my ability to play videogames, and I am confident in using new technologies and software. 3.4.4. Game Experience Only participants in the experimental group were asked to fill out the core experience module of the GEQ after the intervention. The Finnish translations used by Oksanen (2013) were used, although the questionnaire was further modified by removing 14 of the 42 items and changing some of the phrasings to better suit our game and the ages of our respondents. The original items of the GEQ and all the modifications, including the addition of the dimension “belief in the positive value of the game”, can be found in Annex B. Each item consisted of a statement and a 1-5 scale to indicate level of agreement, with answers ranging from not at all, very little, a bit, quite a lot, and extremely. The factor structure of the 31 items of GEQ was studied through principal component analysis with varimax rotation. Data was adequate for 9 factor analysis with a 0.95 Kaiser-Meyer-Olkin Measure and Barlett’s test of sphericity showed a significance of <.001. Seven separate factors were found and used as basis for the subscales. The explained variance of the model was 69.60%. The reliability of subscales was as follows: Challenge α= 0.63, Competence α= 0.81, Flow α= 0.78, Immersion α= 0.78, Negative affect α= 0.81, Positive Affect α= 0.94, Positive value α= 0.82, and Tension α= 0.76. The reliability for challenge is low. This could be due to the removal of two items, although Oksanen (2013) also reported similar results. 4. Results Results are organized into three subsections. The first subsection (4.1) consists of descriptive statistics detailing students’ pre-test expectancy-values, gaming proficiency, and game experiences with the NNG. The second subsection (4.2) describes the correlations of gaming proficiency and pre-test expectancy-values with game experiences. Finally, the third subsection (4.3) presents results from repeated-measures ANOVA analyses carried out on SPSS inn order to find the effects of the intervention and game experiences on post-test arithmetic fluency and expectancy-values. 4.1. Descriptive statistics Descriptive statistics are presented in Table 2. Results support previously reported gender differences showing that boys have higher feelings of interest, attainment value, and selfefficacy than girls, while girls have higher feelings of cost than boys do (Wigfield and Cambria, 2010). With the exception of the higher interest reported by 5th graders in comparison to 4th graders, there is a decrease by grade-level in expectancy-values. Overall, there are strong and significant correlations between interest, utility, attainment value, and math self-efficacy (Table 3). Cost somewhat correlates with interest, utility, and attainment value, but does not correlate with math self-efficacy, although a negative correlation between 10 how good students feel they are at math and how much time and effort they feel they must exert was expected. 11 Table 2 Descriptive Statistics All Participants Condition Control Gender Experimental Girls Grade Level Boys 4 5 6 N M SD N M SD N M SD N M SD N M SD N M SD N M SD N M SD Interest 1 1070 3.13 1.00 414 3.11 1.01 516 3.16 0.97 496 2.98 1.00 573 3.26 0.98 128 3.18 1.07 559 3.25 1.01 383 2.93 0.92 Interest 2 1010 3.12 0.98 414 3.17 0.96 516 3.04 1.01 469 2.97 0.93 540 3.24 1.01 129 4.42 0.71 474 3.22 0.95 407 2.96 0.92 Utility 1 1084 4.19 0.76 418 4.24 0.79 534 4.19 0.72 507 4.19 0.71 576 4.19 0.80 130 4.24 0.86 564 4.23 0.71 390 4.11 0.79 Utility 2 1017 4.21 0.73 418 4.29 0.73 534 4.13 0.73 474 4.21 0.71 542 4.20 0.75 127 4.42 0.71 477 4.20 0.75 413 4.15 0.70 Attainment 1068 3.50 0.87 409 3.49 0.89 510 3.54 0.82 496 3.40 0.87 571 3.59 0.86 127 3.66 0.93 560 3.53 0.89 381 3.40 0.80 999 3.43 0.88 409 3.45 0.89 510 3.38 0.89 468 3.37 0.86 530 3.48 0.90 125 3.59 0.95 470 3.47 0.90 404 3.33 0.84 Cost 1 1076 2.41 0.84 414 2.39 0.84 519 2.41 0.82 499 2.44 0.84 576 2.39 0.83 126 2.50 0.88 565 2.39 0.82 385 2.43 0.85 Cost 2 1007 2.31 0.85 414 2.35 0.81 519 2.22 0.88 471 2.38 0.82 536 2.24 0.87 127 2.37 0.98 469 2.28 0.82 411 2.32 0.84 Math Self- 1067 3.70 0.83 409 3.74 0.84 512 3.70 0.79 494 3.56 0.83 572 3.82 0.82 128 3.90 0.79 556 3.71 0.86 383 3.62 0.78 1002 3.65 0.85 409 3.67 0.82 512 3.63 0.88 463 3.50 0.82 538 3.79 0.84 128 3.87 0.87 469 3.67 0.86 405 3.57 0.82 1057 70.24 17.94 467 69.92 17.20 590 70.49 18.51 491 69.58 17.37 565 70.78 18.41 125 60.65 18.18 556 68.70 17.71 376 75.71 16.39 ExpectancyValues Value 1 Attainment Value 2 Efficacy 1 Math SelfEfficacy 2 Arithmetic Fluency Fluency 1 12 Fluency 2 1087 78.49 19.68 490 77.17 19.41 597 79.57 19.84 502 78.96 18.65 585 78.08 20.53 121 68.56 16.94 567 76.71 19.18 399 84.02 19.54 1085 3.51 1.04 489 3.54 1.05 596 3.49 1.04 503 3.03 0.94 581 3.93 0.94 130 3.49 1.08 565 3.49 1.08 390 3.55 0.97 Challenge 505 2.34 0.78 231 2.40 0.71 274 2.29 0.82 37 2.39 0.90 216 2.37 0.77 252 2.31 0.76 Competence 512 3.09 0.94 235 2.89 0.90 277 3.26 0.94 37 3.32 0.82 219 3.20 0.95 256 2.96 0.92 Flow 506 2.03 0.83 239 2.05 0.77 267 2.02 0.88 37 2.31 1.00 214 2.06 0.86 255 1.97 0.77 Immersion 514 2.02 0.91 238 1.98 0.86 276 2.05 0.96 38 2.15 1.14 218 2.13 0.97 258 1.91 0.81 226 3.06 1.02 270 3.10 1.05 34 2.69 1.16 215 3.09 1.01 247 3.12 1.03 496 3.08 1.03 236 2.21 0.97 270 2.31 1.12 36 2.53 1.26 216 2.34 1.09 254 2.16 0.97 506 2.26 1.05 238 2.24 0.87 277 2.32 1.02 37 2.58 1.18 220 2.34 0.98 258 2.19 0.88 515 2.28 0.95 516 2.56 1.26 239 2.52 1.20 277 2.60 1.31 37 2.20 1.22 221 2.71 1.28 258 2.49 1.23 Gaming Gaming SelfEfficacy GEQ Negative Affect Positive Affect Positive Value Tension 13 Regarding students’ gaming proficiency, access to technology was not an issue for participants, as most (n=1080, missing data n=88) reported having access to at least one of the following platforms: a PC or laptop at home (92%), a smartphone (87%), a gaming console (86%), and/or a Tablet (65%). The mean score in gaming self-efficacy of all participants was 3.51 (SD=1.04) (see Table 2). There were no considerable differences in gaming self-efficacy by grade level, but there were differences between the gaming selfefficacy of girls (M=3.03, SD=0.94) and boys (M=3.93, SD=0.94). While access to technology correlated with gaming self-efficacy and the frequency with which students play for fun, these correlations are much smaller and weaker than anticipated. Based on questionnaire responses, participants frequently play games for fun. Very few respondents claimed to play never (2.3%) or rarely (9.6%). Most participants claim to play sometimes (28.5%), frequently (31.5%), or on a daily basis (19.3%). Playing games for learning is still very uncommon, with an overwhelming majority claiming they never (33%) or rarely (39.4%) play for learning purposes, and only few reporting to play these games sometimes (12.8%), frequently (4%), or on a daily basis (0.7%). Mean scores from the experimental group’s game experiences with the NNG indicate that there is room for improvement (Table 2). Out of a maximum score of 5, the dimensions with the highest mean scores were competence (M=3.09) and negative affect (M=3.08). With the exception of tension (M=2.56), all other dimensions of the GEQ were rated below the scale’s midpoint of 2.5. Students’ experiences playing the NNG differed by gender and grade level (Table 2). The most interesting differences concern grade level and game experiences. The scores for positive affect, immersion, competence, and flow steadily decrease each grade level while the scores for negative affect and tension increase. The only exception is tension, as 5th graders gave a higher score to tension than 6th graders. Playtime (less or more than 5 14 hours) and play mode (individual play or pair play) were also examined but as there were no significant differences between the groups, these analyses are not included. 4.2. Correlations of pre-test expectancy-values and gaming proficiencies with game experiences Table 3 Correlations of Pre-test expectancy values, gaming proficiencies, and the GEQ 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 1 6 1. Interest 1 - 2. Utility 1 .46* * 3. Attainme nt Value - .60* .57* * * .20* .24* .29* * * * .56* .42* .56* * * * .06 .07* .14* - 1 4. 5. Cost Math Self- - -.00 - .02 .18* Efficay 1 6. Gaming * Self- - * Efficacy 7. Freq. .21* .17* .20* .24* .10* Games * * * * * -.04 -.03 .01 - .01 -.02 - .52* .00 - .10* .0 for Learning 8. Freq. .08* Games * for Fun 9. Challeng e -.04 -.01 - .16* - - .11* * .21* .10* - 0 * 15 10. Compete nce 11. Flow .29* .10* * .20* n 13. Negative Affect 14. Positive Affect 15. Positive Value 16. Tension .20* .01 .01 * - -.03 * * 12. Immersio .32* .18* .18* * * .17* .09* * -.01 -.07 .13* * * .02 * .19* .18* .08 * - .09* * .04 .18* * * .07 -.01 .12* .05 * .22* .26* .41* -.01 .06 -.07 -.08 .00 - 9 .19* - * .0 .49* .38* 2 * * - .21* - * .0 .45* .47* .73* 0 * * * - .0 - - - - * .19* 6 .28* .25* .57* .55* * * * * * .14* -.00 - .01 .01 * -.07 .0 .16* * .18* .10* .08 .18* .0 * 2 .20* .0 * 3 - .44* .53* .77* .79* .64* * * * * * - - - .54* .44* .66* .72* .51* .73* * * * * * * - - - - - - .13* .12* .0 .18* .21* .36* .39* * * 4 * * * * - - .69* .52* .39* * * * - **p<.01, *p<.05 The correlations of students’ a) pre-test math expectancy-values (interest, utility, attainment value, cost, and math self-efficacy) and gaming proficiency (gaming self-efficacy, frequency of play for fun, frequency of play for learning) with b) the dimensions of the GEQ (challenge, competence, flow, immersion, negative affect, positive affect, positive value, tension) are presented in Table 3. Utility did not correlate with the dimensions of the GEQ, as there was only a very negligible correlation between utility and competence. Otherwise, high pre-test expectancy-values correlated with positive game experiences playing the NNG while low pre-test expectancy-values correlated with negative game experiences. However these correlations are not very strong- the strongest one was between pre-test math self-efficacy 16 and competence (r=.41 p = <.01). There was a small but interesting negative correlation between negative affect and cost (r=-.13 p = <.01). Students who felt that succeeding in math requires a lot of their time and effort reported lower negative affect, which could mean they appreciated a game-based platform to practice. The dimension of positive value added to the GEQ for the purposes of this study refers to the game’s usefulness for learning math, yet students’ self-reported positive value did not correlate either with their pre-test utility or attainment value. This suggests that even when students believe math is useful or important in their lives, they do not necessarily believe that playing the NNG is helpful achieving this. This could be for many reasons: the game is misleadingly simple looking, so students might be unaware of the complex strategic thought required; teacher-led reflection and support metacognitive activities might be insufficient; the game might simply not be challenging enough; or it could be an issue of design, with students requiring to complete many easy maps before reaching more challenging ones, which would mean the game is not properly scaffolded and design must be improved; or it could simply be that students see videogames, even educational ones, primarily as a recreational activity. Comparing the roles of math self-efficacy and gaming self-efficacy were of particular interest. Both had a negative correlation with the dimension of challenge and a positive correlation with dimension of competence, but in both cases the role of math self-efficacy proved to be stronger and more significant. Math self-efficacy furthermore correlated with immersion while gaming self-efficacy did not. Finally, gaming self-efficacy alone correlated with negative affect, while math self-efficacy alone correlated with positive affect. When students feel they are good at math, they enjoy playing NNG, whereas when students feel they are good at games, they do not. 17 4.00 3.50 3.00 2.50 2.00 1.50 1.00 0.50 0.00 Challenge Competence Flow Immersion Nega;ve Affect Posi;ve Affect Posi;ve Value Tension Never 2.20 2.85 1.72 1.56 3.49 1.76 1.61 3.00 Rarely 2.38 2.88 2.16 1.88 3.06 2.23 2.28 2.74 Some;mes 2.39 3.07 2.08 2.17 2.90 2.35 2.39 2.54 Frequently 2.33 3.11 2.02 2.00 3.11 2.26 2.30 2.46 Daily 2.36 3.17 1.98 1.91 3.28 2.23 2.22 2.66 Figure 1 Mean scores to the GEQ by frequency of playing games for fun per week Frequently playing games for learning led to more positive experiences playing the NNG, correlating positively with the dimensions of challenge, competence, flow, immersion, positive affect, and positive value, and negatively with negative affect and tension. There was no linear correlation between the frequency with which students play games for fun and their experiences playing the NNG. Looking at mean scores, however, it appears that students who play games for fun moderately have more positive experiences playing NNG than those students who play games for fun never or daily (Figure 1). It seems that up to a certain extent, playing games for fun makes participants more open to positive experiences playing the NNG. Students who play games extremely rarely or extremely often are more critical than those with more moderate gaming habits. In short, while both pre-test expectancy-values and gaming proficiencies correlate with the different dimensions of the GEQ, they do so in different ways and to different degrees. Being motivated towards math is a better predictor of students’ enjoyment of NNG. Students who already feel motivated towards math are the ones who will most enjoy their experiences playing NNG. 18 4.3. Repeated measures: the effect of condition and game experiences on arithmetic fluency and expectancy-values Repeated-measures ANOVA analyses were done on SPSS with the expectancy-value measures as within-subjects factors. The first analysis looked at all participants and took condition (experimental or control) as a between-subjects factor. For the second analysis, only participants in the experimental group were considered, and groups based on game experiences were used as a between-subjects factor. To create the game experience-groups, a K-means cluster analysis was first carried out on SPSS to create cluster groups based on the experimental group’s responses to GEQ. Three distinct experience-groups were found based on game experience: one for students whose experiences playing NNG were mostly negative (n=151), a second group for students whose experiences were mostly positive (n=83), and a third group for students with mixed feelings about their experiences (n=206). Table 4 Effect sizes by condition (experimental or control) Main Effect (All Participants) Interaction Effect (Condition) F p ηp2 F p ηp2 Arithmetic Fluency (1,986) = 589.52 < 0.001 0.374 (1,986) = 5.99 .015 0.006 Interest (1,928) = 1.40 .237 0.002 (1,928) = 12.51 <0.001 0.013 Utility (1,950) = 0.08 .78 0.000 (1,950) = 5.76 .017 0.006 Attainment Value (1,917) = 17.53 < 0.005 0.019 (1,917) = 5.27 .022 0.006 Cost (1,931) = 18.91 < 0.005 0.020 (1,931) = 6.82 < 0.01 0.007 Self-Efficacy (1,919) = 9.52 < 0.01 0.010 (1,919) = 0.00 .98 0.000 Table 4 presents the effects of the intervention on arithmetic fluency and expectancy-values. While all of participants’ arithmetic fluency increased, participants in the experimental group showed more of an improvement (Table 2). Overall there was no main effect of time on 19 interest or utility, but there was a small but significant interaction effect between condition and interest and between condition and utility. The experimental group’s mean interest and utility scores decreased while the control group’s mean interest and utility scores increased. This could perhaps be explained by the fact that participants in the control group were aware they would be participating in a large experiment and playing the NNG soon and were excited about it, although this is just speculation. There was a significant effect of time on attainment value and on cost, with attainment value and cost somewhat decreasing for all participants, although the decrease was more pronounced for the experimental group. The interaction effects were small. There was a significant effect of time on math self-efficacy, but in this case condition did not have a significant effect. Results are in line with previous research reporting a general decrease of expectancy-values throughout the school term (Wigfield and Cambria, 2010; Berger & Karabenick, 2011). Students in the control group did counter the trend by showing an increase in interest and utility from pre- to post-test, although data is not sufficient to determine whether this results from students’ anticipation of a condition reversal. For the most part, playing the NNG did not have a large impact on students’ expectancy values. Compared to the control group, the experimental group showed a larger decrease in all dimensions, but this effect was quite small. Table 5 Effect sizes of Game Experience on Cognitive and Motivational Outcomes Main Effect Interaction Effect (only experimental group) (game experience-groups) F p ηp2 Arithmetic Fluency (1,383)=238.34 <.0001 Interest (1,401)=7.53 Utility (1,408)=0.01 F p ηp2 0.384 (2,383)=0.45 .636 0.002 .006 0.018 (2,401)=10.90 <.0001 0.052 .912 0.000 (2,408)=14.34 <.0001 0.066 20 Attainment Value (1,393)=14.05 <.0001 0.035 (2,393)=6.52 .002 0.032 Cost (1,400)=13.04 <.0001 0.032 (2,400)=3.06 .048 0.015 Self-Efficacy (1,395)=0.49 .484 0.001 (2,395)=6.80 .001 0.033 Table 5 presents the effects sizes of arithmetic fluency and expectancy-values by experiencegroups. Amongst the experimental group, there was a significant main effect of time from pre-test to post-test on arithmetic fluency, interest, attainment value, and cost (Table 5). No significant main effect of time on either utility or math self-efficacy was found. There were no significant interaction effects between the groups with different gaming experiences (negative, mixed, or positive) and arithmetic fluency, which means that while there was a significant difference over time in the experimental group’s arithmetic fluency, this was not related to their subjective experiences playing the NNG. However there was an interaction effect between the groups with different gaming experiences and their expectancy-values. The interest of students with positive experiences increased (Table 6). Although interest decreased amongst students with either mixed or negative experiences, the decrease is more clear-cut amongst the latter. While mean scores of utility and math self-efficacy did not substantially change, there was nevertheless an interaction effect. Students who felt playing the NNG was a positive experience became more convinced that math would be useful to their lives, while the opposite was true for students with negative or mixed experiences. Students’ beliefs of their self-efficacy in math remained stable amongst students with mixed experiences, while they went down for students with negative experiences and up for students with positive experiences. The attainment values of students with positive and mixed gaming experiences remained for the most part stable, while the attainment values of students with negative experiences went down. The cost scores of the group with positive experiences remained stable, while students with mixed and negative experiences saw a decrease in cost. 21 Table 6 Effectiveness of the Intervention by Experience Groups: Descriptive Statistics Arithmetic Interest Utility Cost Fluency Pre-test M (SD) Mixed Positive Negative Attainment Math Self- Value Efficacy Post- Pre- Post- Pre- Post- Pre- Post- Pre- Post- Pre- Post- Test test Test test Test test Test test Test test Test M (SD) M M M M M M M M M M (SD) (SD) (SD) (SD) (SD) (SD) (SD) (SD) (SD) (SD) 70.65 79.86 3.13 3.08 4.20 4.13 3.48 3.32 2.46 2.26 3.63 3.57 (17.60) (19.58) (0.84) (0.86) (0.62) (0.68) (0.70) (0.75) (0.77) (0.77) (0.70) (0.74) 68.55 78.96 3.50 3.56 4.13 4.44 3.80 3.87 2.58 2.66 3.85 4.01 (18.77) (21.39) (0.86) (0.81) (0.87) (0.60) (0.69) (0.68) (0.77) (0.85) (0.83) (0.77) 74.90 83.37 2.85 2.54 4.12 3.92 3.45 3.12 2.26 2.03 3.64 3.48 (19.04) (21.26) (1.03) (1.07) (0.73) (0.78) (0.88) (0.96) (0.84) (0.90) (0.85) (0.98) 5. Conclusions 5.1. Discussion Arithmetic fluency increased from pre-test to post-test, regardless of students’ game experiences, and playing the NNG had a small effect on this fluency increase. This indicates that the game was successful as a platform for extensive situated practice which enhances mathematical skills. Further analyses need to be carried out in order to understand the game’s effectiveness at enhancing also deeper mathematical skills such as arithmetic adaptivity and flexibility. As for expectancy-values, attainment value, cost, and math self-efficacy decreased for all participants despite the intervention. Unexpectedly, the control group’s interest and utility increased from pre-test to post-test, which may or may not have been sparked by the anticipation of having their turn playing the NNG. While the intervention had an effect on a decrease of expectancy-values, effect sizes were quite small. Furthermore, when focusing exclusively on the experimental group, results show that the quality of students’ game 22 experiences moderate the effect of the intervention on their expectancy-values, with mixed to negative experiences resulting in a decrease of interest, utility, attainment value, cost, and math self-efficacy while positive gaming experiences result in significant improvements in all these dimensions. The high mean scores of the game experience dimensions of negative affect and competence suggest that the game might have been too simple, although it is unclear whether this was due to the game’s form (game-play) or content (arithmetic strategies needed) or both. A relationship between game experiences and students’ backgrounds was found. Both gaming proficiency and pre-test expectancy-values had implications on the way participants rated their experiences playing the NNG, although math expectancy-values correlated more strongly with almost all dimensions of the GEQ, leading to the conclusion that having high math expectancy-values is a stronger predictor of enjoying the NNG than gaming proficiency is. Salient amongst results is that gaming self-efficacy correlated with negative affect while math self-efficacy correlated with positive affect, which suggests that students who feel they are good at playing digital games are prone to dislike the NNG while students who feel they are good at math are prone to like it. Results support Whitton’s (2011) claim that it cannot be assumed that a game dynamic will automatically make something interesting to learners who have no interest in the subject itself (2011). Results further suggest that it is students who are proficient at digital games who least enjoy playing the NNG. More studies are needed to determine whether this could be remedied by improving the design of the game. 5.2. Implications As it was established that high expectancy values result in better gaming experiences and that experiences play a role on the effectiveness of the game in improving expectancy-values, it seems that at its current form NNG helps students who already from the start are highly motivated towards mathematics. The game version used in this experiment did not have 23 particularly motivating items. It seems that the gaming mechanism as such was not motivating for the majority of students even though it resulted in improvement in mathematical skills. These findings are valuable for the further development of the game. The basic mechanism seems to work and result in improved mathematical skills but there should be better ways to engage students and to give them enjoyable gaming experiences. Based on the results it is important to further develop the game and analyze whether new game features lead to meaningful improvements in gaming experiences. It is encouraging that regardless of the quality of gaming experience, NNG is still effective in improving arithmetic fluency. However it is essential that this increase in arithmetic fluency does not come hand-in-hand with a decrease in expectancy-values. 5.3. Limitations and Future Directions Conditions varied greatly between classrooms, so we cannot be sure what was the role of the teacher for example in debriefing, feedback, support activities, or reflection. However, as the goal was for the game to be used in the most natural school settings possible, it was decided this would be achieved by giving teachers the freedom to use the game as they saw fit. A major limitation of this study is its dependence on subjective and self-reported data. Informal feedback from teachers paints a different picture on students’ experiences, as many teachers claimed their students were very engaged while playing and enjoyed the experience. This will be remedied in the future with the addition of a feedback feature within the game itself, which will make it possible for players to give feedback on their affective states upon completing a map, in a situated way that does not disrupt flow. When looking at Serious Games, it’s important to acknowledge their oxymoronic nature (Abt, 1987). Jenkins (2011) brings up the contradictory relationship of playing- a “freely chosen irresponsibility”- and learning- an “assigned responsibility”. Along similar lines, it has been argued that having teachers decide what games will be played, for how long, and 24 under which circumstances, will have repercussions on the levels of control felt by students and consequentially on their motivation (Wouters, van Nimwegen, van Oostendrop & van der Spek, 2013). Different results may be achieved when play is free and voluntary, as opposed to a formal and prescribed school activity (Islas Sedano, 2013), as it has been reported that playing in a different context, such as home, increases players’ enjoyment, identification, and learning experiences (De Grove, Van Looy, Neys, & Jansz, 2012). An important next step could be to study the effect of having students play voluntarily at their homes on motivation and core gaming experiences. Annex A Interest I like math. I enjoy doing math. Math is exciting to me. Utility Math is valuable because it will help me in the future. Math is useful for me in everyday life. Being good at math will be useful when I go to college or get a job. Attainment It is important to me to be a student who is good at math. Value I believe that being good at math is an important part of who I am. It is important to me to be a student who understands operations. Cost I have to use a lot of time to do well in math. I believe that success in math requires that I give up other activities that I 25 enjoy. Self-Efficacy I am sure that I can learn math. I am certain I can do difficult math tasks. I believe I will get a good grade in math. Annex B Original items Modifications Competenc I felt skillful. I felt skillful when I played. e I felt strong. - I was good at it. I was good at playing. I felt successful. I felt successful when I played. I was fast at reaching the - game's targets. Challenge I felt competent. I felt I was good at the game. I felt that I was learning. I felt that I was learning when I played. I thought it was hard. I thought playing this game was hard. I felt stimulated. - I felt challenged. I thought the game was difficult enough. I had to put a lot of effort into I had to put a lot of effort when I played. it. Flow I felt time pressure. - I felt completely absorbed. I felt completely absorbed by the game. I forgot everything around me. I forgot everything around me when I played. I lost track of time. I lost track of time when I played. 26 I was deeply concentrated in I was deeply concentrated in the game. the game. I lost connection with the - outside world. I was fully occupied with the I was fully occupied with the game. game. Immersion I was interested in the game's I was interested in the game's story. story. It was aesthetically pleasing. - I felt imaginative. I felt imaginative when I played. I felt that I could explore I felt I could explore how to navigate around things. numbers when I played. I found it impressive. - It felt like a rich experience. Negative I thought about other things. Affect I was thinking about other things while playing. I found it tiresome. I thought playing was boring. I felt bored. I was bored while playing. I was distracted. - I was bored by the story. The game's idea felt boring. It gave me a bad mood. Playing gave me a bad mood. Positive I felt content. 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