Game experience and the effectiveness of Number Navigation Game a Padilla , a Brezovszky , a Pongsakdi , Gabriela Rodríguez Boglarka Nonmanut a bc ab ab Tomi Jaakkola , Minna Hannula-Sormunen , Jake McMullen , Erno Lehtinen aCentre for Learning Research, University of Turku, Finland bDepartment of Teacher Education, University of Turku, Finland cTurku Institute for Advanced Studies BACKGROUND KEYWORDS The Number Navigation Game (NNG) has been developed to enhance students’ arithmetic flexibility and adaptivity. Players control a ship by inputting mathematical equations which take the ship from one numerical-location to another. The NNG was conceived as an engaging platform in which to explore and reflect upon number combinations and the relationships between numbers. The aim of the study is to find out whether the NNG is effective at increasing students’ arithmetic fluency and achievement motivation and to investigate the role of game experiences on these. Motivation is looked at through the expectancy-value model (Wigfield & Cambria, 2010) and is comprised of self-efficacy, interest, attainment value, utility, and cost, while the dimensions of game experience are flow, immersion, competence, challenge, positive affect, negative affect, tension, and positive value. motivation, expectancy-values, arithmetic fluency, Serious Game, GEQ RESEARCH QUESTION 1. What is the effect of intervention on arithmetic fluency and expectancy-values? 2. What is the effect of game experiences on the change in arithmetic fluency and expectancy-values? METHOD • Participants: Sixty-one 4th-6th grade classes (N=1168 students) were randomized into experimental (n=642) and control (n=526) groups. • Design: Pre-test intervention 10-week period post-test. Control group continued with traditional book-based curriculum. • Measures: Pre- and post- tests on arithmetic fluency and expectancy-values, post-test Game Experience Questionnaire (Poels and colleagues, 2010). A K-means cluster analysis was carried out based on self-reported game experiences and students were sorted into three groups (negative game experiences, positive game experiences, mixed game experiences). RESULTS CONCLUSIONS Effects of Intervention on Arithmetic Fluency 82 80.15 80 Experimental * 78 77.87 Control Range 0-160 76 K-means cluster analysis by game experience: Positive game experiences (n=83) Mixed game experiences (n=206) Negative game experiences (n=151) 74 72 70.56 70 Repeated Measures by condition: Interaction effect of arithmetic fluency and condition (phase/experimental): F (1,986) = 5.994, p = 0.015, ηp2 = 0.006 70.03 68 Repeated Measures by game experience: No interaction effect on arithmetic fluency but effect on expectancy-values. 66 64 Pre-test Post-test Experimental group’s expectancy-values at pre- and post- test by game experience grouping interest Pre-test 5 math selfefficacy interest Post-test 5 4 4 3 3 2 1 utility math selfefficacy 2 1 Game Experience: positive mixed negative cost REFERENCES utility 0 0 attainment value positive mixed negative cost • The intervention had a positive effect on arithmetic fluency. • The game experiences moderated the effectiveness of intervention on expectancy values but not on arithmetic fluency. The expectancy-values of students with mixed or negative game experiences decreased, while these values increased for students with positive game experiences. • Based on the results the next steps are to study the game’s efficacy in promoting adaptivity in arithmetic problem solving and to further develop the game to see whether new game features lead to meaningful improvements in game experiences. attainment value Poels, K., IJsselsteijn, W., de Kort, Y., and Van Iersel, B. (2010). Digital Games, the Aftermath. Qualitative insights into Post Game Experiences. In R. Bernhaupt, R. (Ed.). Evaluating User Experiences in Games. Berlin: Springer. Wigfield, A. and Cambria, J. (2010). Expectancy-value theory: retrospective and prospective. In T. Urdan, & S.A. Karabenich (Eds.), Advances in motivation and achievement. The next decade of research in motivation and achievement, Vol. 16A (pp.35-70). London: Emerald. Contact info: [email protected]
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