Running head: USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 1 The influence of a goal-based approach on second language learning using games Tamara van Groesen ANR 507052 Master Thesis Communication and Information Sciences Specialization Business Communication and Digital Media Faculty Humanities Tilburg University, Tilburg Supervisor: Dr. A. Alishahi Second Reader: Dr. P. Stronck August 2014 USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 2 Abstract In this study the influence of a goal-based approach on second language learning using gamebased learning is investigated. Learning a second language can be challenging and gamebased learning is supposed to be more entertaining and to make it easier to learn a second language. Literature suggests that people experience more fun when they have to achieve a goal. In addition, people who have to achieve a high goal will obtain a higher score than people who have to achieve a low goal. An online experiment, in which several memory games had to be played in order to learn words from an artificial language, was held to test the importance of a goal-based approach. Despite literature supported the hypotheses, no differences have been found between a goal-based and non-goal-based approach of a second language learning using games. USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 3 The influence of a goal-based approach on second language learning using games People learn their first language at a young age, by observing, imitating and remembering (Saxton, 2010). They seem to acquire a language quickly and without effort. However, learning a second language at a later age is a more challenging activity. Despite the foreknowledge the learner already has about a language, the second language learner will seldom receive the same high level as the level of his mother tongue (Ng & Wigglesworth, 2007). According to DeKeyser (2005) there are several issues that influence the success of second language learning, for example the characteristics of the second language, a person’s age, the influence of the first language, individual differences in cognitive abilities and the learning context. People can have different reasons for learning a second language, such as education or moving to another country. Play is a valuable part of a learning process and playing games is enjoyable (Prensky, 2001). Because “when we enjoy learning, we learn better” (Rose and Nicholl, 1999, p. 63) and “a brain enjoying itself is functioning more effectively” (Rose and Nicholl, 1999, p. 30) games might improve the performance of the learner. Many different kinds of games exist, such as action, adventure, puzzle, sports… (Prensky, 2001). Games are reflecting the overall culture we grew up in, our ethnicity and our religion. Games are specific per culture and age. Several researchers have found positive influences of using games for learning: “When words are combined with music, or words are combined with pictures, or words are delivered with emotion, they are easier and faster to learn” (Rose and Nicholl, 1999, p. 35) USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 4 “Enjoyment and fun as part of the learning process are important when learning new tools since the learner is relaxed and motivated and therefore more willing to learn” (Bisso and Luckner, 1996, p. 109-110) “One way to enhance learning is by doing” (Schank, 1999, p. 250) Also Neville (2009) mentions that game-based learning has positive effects and that computer games could be meaningful to learn a foreign language, but indicates that much research still needs to be done. Neville proposes to use computer games for education instead of complaining about the games distracting from education. A different approach to improve learning is a goal-based approach, in which goals are specified and feedback is consistent (Garner and Wallace, 1997). General learning can be seen as passive learning, while goal-based learning is more active (Montgomery, 1996). When using a goal-based approach to learning, the learners will engage in activities and will demonstrate their learning abilities through the actions they perform (Montgomery, 1996). The goals in goal-based learning are referring to the successful accomplishment of an assignment (Ip, Morrison and Currie, 2001). Learning a second language through games with a goal-based approach would be a defiant combination to examine. However, there has been no research yet to investigate the effects of a goal-based approach through games in second language learning. Based on the characteristics of the three factors, the following research question has been formulated: “What is the influence of having a goal-based approach when learning a second language using games?” This thesis will focus on learning raw words in a foreign language, using games with a goal-based approach. Several memory games have to be played by participants in order to obtain the information required for this research. At first, theoretical findings about second USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 5 language learning, game-based learning and goal-based learning will be discussed. Next, the methodology of this research will be illustrated, followed by the achieved results of the research. Finally the discussion and conclusion of the research will be presented. Literature Review In this chapter, all three aspects of the research question – second language learning, game-based learning and goal-based learning – will be discussed. The chapter will end with the formulated hypotheses, based on the literature, to answer the research question. Second Language Learning By definition, all second language learners have already acquired a language. This might be an advantage for learning a second language, because the learner then already has an idea how a language works (Lightbown & Spada, 1993). Adults learn by revising what they already know, using new information as it comes along (Ram & Hunter, 1992). Learning a new language depends on input information, prior knowledge and learning goals (Thagard, 1989). Learning is not a passive intake of information, but it is an active process (Ng & Bereiter, 1991). Characteristics that determine the way in which an individual approaches a second language are, among other things, age, motivation and individual differences. Spolsky (1989) proposed several conditions for second language learning, and how to measure it, based on his study on several theories of language learning. In one of the conditions he proposed, he described “In learning a new language, the better the learner’s memory, the faster he or she will learn new items and the larger his or her vocabulary will be”. Adults have to repeat words before they will know the word, while children have it easier since they have a fast mapping ability (Kamps, 2010). Fast mapping is defined as the ability to form hypotheses about the meaning of new words to narrow down a word’s meaning (Carey, 1978), which for children is a natural consequence of learning more words (Alishahi, USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 6 Fazly and Stevenson, 2008). For adults, learning a new language is focused and needs intellectual effort, which is contrasting with the natural way children develop language skills through social interaction by engaging in play (Mielonen and Paterson, 2009). Word learning is a result of repeating the words over weeks and months. Bilingual word lists – lists of words with translations in the native language (Prator & Celce-Murcia, 1979) – are given preference by learners, compared to other ways of learning vocabulary (Daloglu, Baturay & Yildirim, 2009). Learning vocabulary means that lists of words with their meanings, via pictures (visual teaching) or translation into first language, have to be learned (Cook, 2008). Visual techniques, such as pictures, are useful for teaching concrete items of vocabulary (Gairns & Redman, 1986). According to Spolsky (1989), the motivation for learning a second language depends on the reasons to do it. The importance of the motivation of the learner determines how much effort the learner will make to achieve the goal of learning a language. Effort is not the only aspect which signifies motivation. Gardner (1979) mentions three aspects of motivation. First, the attitude towards learning the language, second the desire to learn the language and last the effort to learn it. If the learner is ‘truly motivated’, all three aspects are involved. Spolsky mentions that greater motivation and better attitudes lead to better learning. So the learners who are motivated the most will be the best learners. However Cook (2008) mentions that motivation goes in both directions: high motivation leads to successful learning, and successful learning causes high motivation. Game-based learning One way to improve someone his motivation for learning a second language is by using games. Game-based learning has an advantage compared to ‘normal’ learning, because it creates a motivating, fun and interactive learning environment (Tang, Hanneghan & El Rhalibi, 2009). A definition of games is difficult to formulate, because there are many USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 7 different types of games. Corresponding characteristics in different definitions are activity, rules, objectives, and voluntary (Parlett, 1999; Huizinga, 1955; Suits, 1990). Briefly worded, “a game is a context with rules among adversaries trying to win objectives” (Abt, 1970, p.6). According to Prensky (2001) a game has three classis characteristics. At first there are rules to impose the limits of the game and to make it fair. The second characteristic are goals, which Prensky sees as the main thing that motivates someone to play the game. A goal is something which you measure yourself against. Feedback is the last classic characteristic. It measures someone’s process against the goals of the game. Learning takes place from the feedback in a game. If the challenge is maximized, the players of the game should be inspired and do their best (Wright, Betteridge & Buckby, 2006). Game-players learn by participating and this approach helps in memorizing information effectively, in contrast with just receiving this information in a passive manner (Tang, Hanneghan & El Rhalibi, 2009). This corresponds with learning, which is not the passive intake of information, but an active process (Ng & Bereiter, 1991). Learning games, also called serious games (Abt, 1970), are different from ‘normal’ games because they are as motivating and fun, but are not always entertaining (Tang, Hanneghan & El Rhalibi, 2009). Whitton (2009) states that many adult learners are not interested in learning by using a game, however they are happy to use the game as it is perceived as an effective way to learn. An important issue, according to Whitton, is that it is often difficult to align the outcome of the game and the intended learning outcome of the game. One key factor in serious games is feedback (Burgos & Van Nimwegen, 2011), which also is a critical component to regulate the learner’s motivation. When feedback is present, it might guide the player and indicate what to do next. Providing feedback in a game is USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 8 extremely important because too little or too much feedback can lead to frustration for the player (Prensky, 2001). Feedback can be used to agitate learners because it provides a resource of interaction and learning. People expect a reaction on their actions and efforts and will be unsatisfied when they do not receive it, which will result in a decrease of motivation (Kernan & Lord, 1990; Beck & Wade, 2004). There are many ways to provide a learner with feedback (Burgos & Van Nimwegen, 2011). Examples of different types of feedback are descriptive (how to move forward to improve performance), motivational (to encourage and make the learner feel good) and evaluative feedback (to measure the performance with a score) (Brookhart, 2008). In the context of second language learning, games help to learn because learners are encouraged to sustain their interest and work (Wright, Betteridge & Buckby, 2006). They can be used to improve the learner’s understanding in the presented topics (Tang, Hanneghan & El Rhalibi, 2009). Peterson (2010) investigated in his research on using computerized games in language education that games present a valuable opportunity to learn a language effectively. Goal-based learning Goal-based learning occurs when goals are specified and when feedback is convergent and consistent (Garner and Wallace, 1997). The main idea of goal-based learning is that the process needs to be guided by arguing about the information needed to achieve the goals (Ram & Leake, 1995). The founder of goal-based learning was Roger Schank, who suggested that people learn by doing, from failure and from experience (Schank, 1992). He distinguishes two different types of goal-based learning, namely natural and artificial. Naturally goal-based learning is based on someone’s curiosity and his desire to learn, while in artificial goal-based learning the goals are appointed by someone else. Goal-based learning is triggered when a person needs to learn to improve his or her USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 9 performance at something. It determines what to learn to achieve the goal. Learner goals have shown to have a strong effect on performances of students (Schunk & Rice, 1989; Ng & Bereiter, 1991). According to Leake & Ram (1993) goal-based learning offers significant advantages compared to non-goal-based learning, because learners are faced with a large set of information that could be learned. In goal-based learning the learning can be more effectively. Ng and Bereiter (1991) distinguish goal-based learning from non-goal-based learning, where goal-based learning means that the learning results from setting and pursuing goals of an assignment, and at non-goal-based learning the student completes an assignment but does not learn the concepts of it. A goal-based scenario provides a denotative instructional environment in which the learner tries to achieve a goal, within a simulated context (Schank, 1997). In order to obtain this goal, the learner needs to develop particular knowledge or skills. Goal-based learning is declared as an important motivator of learning (Naidu, Ip and Linser, 2000). Also Prensky (2001) mentions the goals as the main motivation to play a game. Learning is a natural process which starts with a goal and which is subject to the desire to achieve the goal (Schank, 1991). Having a goal in a game is an important factor for the participation in a game. Laporte and Nath (1976) found evidence that different goals influence the performances of the learners. In their study, a high, a low, and a general goal (“do you best”) were set. Results showed that with a general goal, people performed below their maximum skills. Only when people were assigned a high goal, their performance increased. Neville (2009) mentioned that for more advanced language learners an interactive fiction game would be more appropriate, whereas for beginning language learners a simple point-and-click game would be more interesting. USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 10 The experiment Based on the discussed theory the experiment in this thesis will explore the influences of a goal-based approach in second language learning using games. Because for beginning learners a simple game is more interesting, a memory game is chosen for this experiment. All language learners in this research will be beginning learners, because to make sure none of the participants has any knowledge of the language, raw words of an artificial language will be used. Several memory games, consisting of pictures and artificial words, will be played by the participants, combined with five intermediate tests and one final test to investigate whether the participants learned the words. Because the influence of goal-based learning differs from the influence of non-goalbased learning and because the influence of a high goal differs from the influence of a low goal, participants will be divided into three conditions, namely no goal, low goal, and high goal. Feedback will be given after each memory game, because this is critical for a participant’s motivation. In this research, the type of feedback is evaluative feedback, to show the learner his scores. Hypotheses In order to answer the research question “What is the influence of having a goal-based approach when learning a second language using games?” hypotheses are formulated. Based on this research question, two factors which can possibly be influenced by a goal-based approach will be investigated. At first the performance of the participants will be examined. Secondly, the experiences of the participants will be enquired. Performance. If a goal is set, learners are faced with a set of information that could be learned, which is an advantage compared to non-goal-based learning (Leake & Ram, 1993). However, many different goals are possible in games, such as completing a level, beating someone else or receiving a particular amount of points. In this study the performance will be USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 11 measured by the number of vocabulary words the participants remember correctly. To investigate the differences between non-goal-based and goal-based learning, there will be two different goals, namely a high goal and a low goal. Goal-based learning triggers participants to achieve their goal (Ram & Leake, 1995). If the goal is high, people will put more effort in learning than when a low goal needs to be achieved. Also, when no goal is set, participants will be less motivated and therefore perform worse than people with a high goal. Hypothesis 1: People with a high goal achieve a higher score on the intermediate tests than people with a low or no goal Because at the end of the experiment the final score of the participants will be tested too, it is expected that people with a high goal will have a better performance at the final test, because they will have remembered more words than people with a low goal or without a goal. Hypothesis 2: People with a high goal will score higher on the final test than people with a low or no goal Laporte and Nath (1976) showed a 30% increase of learning time in their study when people were assigned a high goal, instead of a low or general goal. An increase in time spent on learning might lead to an increase in performance. Therefore, the expectation is that people who have a high goal to achieve will spend more time than people with a low goal or no goal. Hypothesis 3: People with a high goal spent more time on learning the words Experiences. One of the main factors that motivates people to participate in a game is the goal (Prensky, 2001). The expectation here is that the people who have a goal to aim for are more motivated and will therefore experience more fun during the game. USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 12 Hypothesis 4: People with a goal experience more fun in the experiment than people without a goal. Methodology In an attempt to answer the research question “What is the influence of having a goal- based approach when learning a second language using games?” and its developed hypotheses, data was collected by using an online experiment. This study uses a quantitative method to collect primary data. An online experiment has been carried out to research the effects of learning a language by playing games in three different conditions. A between subjects design was set up for this experiment, with three different conditions; a control group, and two experimental groups, with a low goal in one experimental group, opposed to a high goal in the other experimental group. For this research an enhanced memory game was used to let participants learn the artificial words. After the memory games, the participants received several questions to check whether they remembered the artificial words. Participants The participants of this study were recruited through the social network of the researcher. A URL was sent to participants by e-mail and shared via the social network sites Facebook and Twitter. In addition, the participants of the study were asked to share the questionnaire among their friends and family to apply the snowball effect (Bryan, 2008). In order for the research to be reliable, only people with a Dutch mother tongue participated in the pretest, the pilot and the experiment, because participants with different mother tongues could have different associations with the words which could lead to deviant results. In total 131 people participated in the experiment, of which 102 people completed it. The variables gender, education, age and test group have been recoded from strings to numeric variables. Most of the 102 participants were aged between 18 and 25 years (69.6%). One percent was younger than 18. 18.6% of the participants were between 26 and 39 years USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 13 old and the remaining participants (10.8%) were aged between 40 and 64 years. There were no participants 65 years or older. 61.8% of the participants were females. About three quarters of the participants had a university education (48%) or an education on HBO level (29.4%). The other participants either attended high school (11.8%) or MBO (10.8%). Of the 102 valid participants 35 were assigned to the first condition, which was the control group. Thirty-four of the participants were assigned to the second condition and 33 to the third condition. Materials A total of sixty words have been artificially developed with the online random word generator Gammadyne (Gammadyne, 2014). The requirements for the artificial words were that they could not be existing Dutch words, they should be pronounceable for Dutch people and the words should not be too long. All developed words consisted of three to seven letters and one to three syllables. These words have been tested in the pretest to make sure there were no associations with the artificial words. . For the experiment, thirty artificial words have been randomly combined with a true to life image and after that the combinations have been divided over the five different stages in the experiment. An online experiment consisting of ten memory games including several multiple choice questions has been designed in order to carry out the research. Design The experiment had an independent groups design, in which people who were randomly divided in three different conditions would be compared. A central feature of any experiment is the fact that it entails a comparison. Because there are two manipulations and a control group, three conditions have been established. The first condition is the control group, the second group is the experimental group in which people were assigned a low goal, and the third group was also an experimental group, and the participants in this group were assigned a USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 14 high goal. The designed experiment consisted out of ten memory games, five intermediate tests, one final test and a small survey, which only had closed questions with pre-coded responses, with the purpose of obtaining quantitative data. All participants in the experiment have randomly been assigned to one of the three test groups. All important data of the participants were saved, which includes test group, age category, gender, education level, and native language, but also the time they started and finished the experiment, the time they spent on each memory game, the number of correct answers to the multiple choice questions and the answers they gave to the questions they received after the experiment. To test the materials and design of the experiment, a pretest and a pilot were held. When the pilot had been carried out successfully and only positive feedback was gained, some small changes were performed to optimize the online experiment, such as ‘deactivating’ the “backwards” button in the internet browser to prevent participants from cheating. Besides this, the possibility to share the experiment online was added at the end of the experiment. Pretest. A pretest has been held to test the sixty words of the artificial language. The aim of the pretest was to find the associations Dutch people had with the artificially developed words in order to use only words without common associations. Ten people, varying in age (M = 33, SD = 14.3) and gender (60% female), participated in this pretest, in which they had to explain their association with the artificial words. Some of the words appeared to bring up corresponding associations between the people and therefore these words were excluded from the list of words used in the experiment. Examples of the excluded words were penut, which was associated with peanut or peanut butter by seven out of ten people. Broltis was associated with “sickness” by six of the people and racars was associated by six people with “racecar” or “garage”. All thirty words used in the final experiment were associated with the same word at maximum twice in the pretest. USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 15 Pilot. In order to test the online experiment, a pilot was done among nine people. The pilot was held to check if the experiment worked the way it should work, to test the conditions and to observe whether or not the goals were reliable and whether the test person found anything unclear. Each condition was tested by three persons by at least one male and one female and from at least two different age groups in order to check for the reliability in the research. The results of the pilot are attached in Appendix A. Procedure The participants have been randomly divided into one of the two experimental conditions or the control condition. All participants received the same words to learn and tests to perform, but in the experimental conditions the participants were assigned to a goal which they had to try to achieve. In the first experimental condition the goal was low (“The goal is to answer two out of the six questions after the game correctly”) and in the second experimental condition the goal was high (“The goal is to answer five out of the six questions after the game correctly”). The online game consisted of several parts: 1. Introduction The experiment started with a welcome page and an explanation of what was expected from the participants. At the following page, some background characteristics (gender, age, level of education, native language) were asked. 2. Example phase The experiment then continued with a small memory game consisting of four memory cards. The goal of the example phase was to get people used to how the memory game worked. After the example memory game the meaning of one of the pictures was asked to prepare the participants for the questions that would occur after the games. 3. Training phase In the control condition, the participants started the game right after the example was finished. USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 16 The two experimental groups got to see on their screens which goal they had to obtain. The experiment then started for real by letting the participant play a memory game with six pairs of words. Each pair of cards consisted of one card where the picture was large and the word was small, and one card where the word was printed large and the picture was smaller. A snapshot of a training session is shown in figure 1. All cards used in the memory game are attached in Appendix B. The memory cards have been randomly spread. When the participant finds two memory cards that form a pair together, the memory cards will stay open and the participant can continue the game. When the participant finished the memory game, he was automatically redirected to a second memory game, where the same memory cards were used, but randomly spread again. Examples of different stages of the experiment are attached in Appendix C. After the participant finished the second memory game, he was redirected to the testing phase. Figure 1 Snapshot of a training session USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 17 4. Testing phase After the second memory game the participants answered questions to check how many of the words they had remembered. The participants saw one of the pictures from the memory game, and four possible answers of which the participants had to pick the right meaning of the picture in the artificial language. An example has been attached in Appendix B. In total six questions were asked about all six learned words. After the questions were answered, the achieved score of the test was shown. In total the participants learned 30 artificial words in the experiment. In the first memory game they learned six words. After the testing phase the participants went further to a new training phase in which they had to play a memory game twice again, but now with six new words. After the training phase, the participants again moved to the testing phase in which they had to answer six questions. This continued until they had learned all 30 words, so in total the participants had a training phase five times and a testing phase five times. 5. Final test After learning all 30 words, the participants arrived at the final test phase, in which they answered ten questions about the learned words. Also in these questions four possible answers were given and the participant had to pick the right answer. 6. Evaluation After the final test, the participants were shown some statements about their experiences with the test. Based on the hypothesis, the statements “I liked it” and “I thought it was boring” were given, which the participants had to answer on a five-point Likert scale. Other statements were: “I am motivated to learn a foreign language” and “I like to play games”, because the opinions about these questions could perhaps be of influence on the test results. On the last page of the experiment the participants were expressed gratitude for their participation and they were asked to share the experiment. Also if they would like to receive USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 18 more information about the research, an email address was given were they could ask their questions. Variables For this research, one independent variable was used, and several dependent variables have been used. Independent variable. In order to determine whether the independent variable has an influence on the dependent variable, the independent variable has to be manipulated (Bryan, 2008). The independent variable in this study is the goal setting mechanism, which is manipulated in three conditions, namely one control group and two experimental groups. Using two different experimental groups provided the opportunity to compare the two groups, so not only the differences between a goal and no goal can be tested, but also the differences between different goals set. 1. Control group This group did not get a goal for the test; they only got the explanation of what was expected from them. 2. Experimental group: low goal This group got a goal for the test, after the explanation. It was a low goal, based on Miller’s law (Miller, 1956), which says that people remember in their short-term memory seven items, plus or minus two. There was assumed that people could remember nine (seven plus two) items out of the total of 30 words. Therefore the goal for this experimental group was 30%, which meant a goal of two out of six words for the each separate intermediate test. 3. Experimental group: high goal This experimental group got a high goal for the test, namely 80%, which meant to have a score of five out of six correct learned words after two memory games. This number is USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 19 based on the research of Chi et al (1989) who investigated that people remember 80% of the things they see and do. Dependent variable. For the different hypotheses, several dependent variables have been used. The first two hypotheses used the outcomes of the small tests and the final test. These variables are measured as the total number of correctly remembered words. The third hypothesis has been tested using the measurements of time spent on both the whole experiment and time spent on the games. The time spent on the whole experiment includes the time spent on filling in background characteristics and final questions. The time spent on the games will be measured by adding the times of the ten games together and divide this number by ten, to get the average time per person in seconds. The last hypothesis will be tested with two of the statements asked after the experiment is completed, namely “I liked it” and “I thought it was boring”, both measured on a five-point Likert scale. Measurements This study aims to research whether or not the performance of language learning is influenced by the assignment of goals. Not only a high and a low goal will be compared against each other, also having a goal or not will be researched. All participants have played ten memory games and after every two games they were asked the word meanings of the pictures used in the memory game. To answer the first two hypotheses, respectively the number of correct answers of the small tests and the number of correct answers of the total test are measured and used to compare the groups. For the participants in the two experimental groups the goal was to remember either two or five words, the control group did not get a goal, but just got the message to play the game and try to remember the words. Nothing was mentioned about the time they had to finish the memory game, however this was measured in order to answer the third hypothesis, since the assumption was that people with a high goal spend more time on USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 20 learning the words and thus on the memory games. The last hypothesis will be tested using the statements “I liked it” and “I thought it was boring”, measured on a five-point Likert scale, consisting of the possible answers totally agree, agree, neutral, disagree, and totally disagree. Results In this chapter the outcomes of the experiment are presented. All data of participants who completed the experiment have been exported from an internet server. All analyses in this chapter have been carried out with SPSS. Hypothesis 1 The first hypothesis, People with a high goal achieve a higher score on the intermediate tests than people with a low or no goal, will be tested using the separate results of the small tests and the total result of the small tests. One participant was deleted because it was an extreme outlier (see figure 2). Data cleaning is a contentious area, but no data cleaning may lead to misleading results when there is an extreme outlier (Burns and Burns, 2009). The mean results of the test scores of the participants are shown in table 1. Figure 2 Box plot of correct answers test group 3 USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 21 Table 1 Results of the separate intermediate tests and the total of the intermediate tests per testgroup Mean SD Correct answers test 1 4.8 1.431 Correct answers test 2 5.23 1.031 Correct answers test 3 5.57 0.778 Correct answers test 4 5.46 1.120 Correct answers test 5 5.51 0.951 Total 26.57 4.118 Correct answers test 1 4.88 1.066 Correct answers test 2 5.35 1.041 Correct answers test 3 5.38 1.045 Correct answers test 4 5.41 0.892 Correct answers test 5 5.35 0.812 Total 26.38 3.508 Correct answers test 1 5.12 1.219 Correct answers test 2 5.33 1.267 Correct answers test 3 5.42 1.091 Correct answers test 4 5.45 0.938 Correct answers test 5 5.39 0.788 Total 26.73 3.867 Testgroup 1 Testgroup 2 Testgroup 3 Because of the variables – a categorical independent variable and continuous dependent variables – an analysis of variance was chosen. However, the dataset of this study USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 22 didn’t meet the requirements of an ANOVA to investigate the first hypothesis (Smits & Edens, 2009), because although Levene’s test showed the variances between the groups were equal (F=0.075, p = .927), the three groups were not random and independent, and a Kolmogorov-Smirnov test showed a p <.05 in two out of the three groups. Instead of an ANOVA, a Kruskal-Wallis test has been performed. A Kruskal-Wallis test has been carried out to investigate if there are significant differences between the total and separate results of the small tests in the three different conditions. When the Kruskal-Wallis test is used, SPSS changes the original numbers by ranking numbers when performing the test. This test using the dependent variable total score of intermediate tests showed no significant difference between the medians χ² (2, N = 102) = 0.738, p = .691, eta squared = .007. Neither the results of the separate results of the test were significant in the Kruskal-Wallis test as shown in table 2. Table 2 Results of the Kruskal-Wallis test χ² Sig. eta squared Correct answers test 1 1.799 .407 0.018 Correct answers test 2 0.949 .622 0.009 Correct answers test 3 0.283 .868 0.003 Correct answers test 4 0.753 .686 0.007 Correct answers test 5 2.079 .354 0.021 A Mann-Whitney test, performed to investigate the pair-wise comparisons, shows no significant difference between the test group with the high goal compared to the other two groups when looking at the scores of all tests together (U = 1050.5, p = .524). Also, none of the separate small tests showed a significant difference (see table 3). Because the assumption of a normal distribution was not met, these results should be interpreted with caution. Since USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 23 no significant difference has been found, the hypothesis that people with a high goal score higher on the intermediate tests could not be accepted. Table 3 Results of the Mann-Whitney test U Significance Correct answers test 1 965.0 0.188 Correct answers test 2 1062.5 0.523 Correct answers test 3 1134.5 0.972 Correct answers test 4 1129.5 0.937 Correct answers test 5 1078.5 0.622 Hypothesis 2 To test the hypothesis People with a high goal score higher on the final test than people with a low or no goal the variable final test score was used. The results of the final test are shown in table 4. Table 4 Results of the final test per test group Mean SD Test group 1 8.77 1.395 Test group 2 8.88 1.472 Test group 3 8.88 1.317 Also for this hypothesis a Kruskal-Wallis test has been performed, because despite Levene’s test showed a significance (F = 0.202) of p = .818, the groups were not normally distributed because the Kolomogorov-Smirnov-test showed p <.05. The results of the Kruskal-Wallis test indicate that there is no significant difference in the mean ranks of the test χ ² (2, N = 102) = 0.346, p = .841, eta squared = .003. The Mann-Whitney test showed no significant difference (U = 1134.0, p = .973). However, since the assumption of a normal USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 24 distribution within the groups could not be assumed, these results should be interpreted with discretion. The second hypothesis should be rejected, because no significant evidence has been found. Hypothesis 3 The third hypothesis “People with a high goal spent more time on learning the words” will be tested with two dependent variables, namely the total time spent on the experiment and the time spent on each game. On average, people spent 17 minutes and 17 seconds on the total experiment (SD = 0:21:23), but after deleting six extreme outliers between 30 and 221 minutes (marked with an asterisk in Appendix D, figure 3), the average time decreased (M = 13:43, SD = 3:25) to a minimum of 8:44 and a maximum of 24:07. The main results are shown in the box plots in figure 4. Figure 3 Boxplot of the total time of the experiment in hours of all participants USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 25 Figure 4 Box plots of the total time spent on the experiment, per test group Levene’s test (F = 0.628) showed a significance of 0.536, which indicated that no ANOVA could be performed again. Instead, a Kruskal-Wallis test was completed, which showed a χ ² (2, N = 99) = 1.235, p = .539, eta squared = .013. The Mann-Whitney test showed also no significance difference (U = 991.5, p = .452). The two extreme outliers of spending on average more than 90 seconds on a memory game, which has been calculated by the total time spent on the games divided by the number of games, have been deleted (see figure 5). People spent on average 42.9 seconds on a memory game, with an SD of 10.3 seconds with a minimum of 23.7 seconds and a maximum of 79.0. The differences per group are shown in table 5. USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 26 Figure 5 Box plot of the average time of the intermediate tests in seconds of all participants Table 5 Statistics of average time of all tests Mean SD Minimum Maximum Test group 1 (control) 41.9 10.5 27.2 79.0 Test group 2 (low goal) 42.2 9.5 28.3 71.0 Test group 3 (high goal) 44.6 10.7 23.7 68.0 Levene’s test (F=0.384) of the variable time spent on each game showed a significance of 0.628, but since the groups were not normally distributed, no ANOVA could be performed for this hypothesis either. A Kruskal-Wallis test indicated no significant effect between the different test groups (χ ² (2, N = 100) = 1.544, p = .462, eta squared = .0.16). Also here the Mann-Whitney test showed no significant difference between the people with a high goal and the other two groups (U = 940.5, p = .226). For these results the assumption of a normal distribution within groups could not be assumed and therefore the test results should be interpreted with caution. Since no significant evidence has been found in neither the total time USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 27 of the experiment, nor in the times of the separate tests, the third hypothesis should be rejected. Hypothesis 4 The last hypothesis “People with a goal experience more fun in the experiment than people without a goal” will be tested using two dependent variables, namely “I liked it” and “I thought it was boring”. The results of these variables are visible in tables 6 and 7. Table 6 Descriptive statistics of dependent variable “the experiment was fun” Totally agree Agree Neutral Disagree Totally disagree Test group 1 (no goal) 28.4% 58.2% 9.0% 4.5% 0.0% Test group 2 & 3 (with goal) 34.3% 57.1% 5.7% 2.9% 0.0% Total 30.4% 57.8% 7.8% 3.9% 0.0% Table 7 Descriptive statistics of dependent variable “the experiment was boring” Totally agree Agree Neutral Disagree Totally disagree Test group 1 (no goal) 0.0% 6.0% 13.4% 50.7% 29.9% Test group 2 & 3 (with goal) 0.0% 11.4% 8.6% 60.0% 20.0% Total 0.0% 7.8% 11.8% 53.9% 26.5% The first of these variables showed in Levene’s test (F=1,243) a significance level of .293. A Kruskal-Wallis test of this variable showed no significant difference between the three test groups (χ ² (2, N = 102) = 0.681, p = .712, eta squared = 0.007). A Mann-Whitney test showed no significant evidence to support the hypothesis (U = 1071.5, p = .420). The dependent variable “I thought it was boring” was significant in Levene’s test (F=3.179, p = .046) so for this variable none of requirements of an ANOVA were met. Therefore also here a Kruskal-Wallis test has been performed (χ ² (2, N = 102) = 0.882, p = USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 28 .643, eta squared = 0.009). The Mann-Whitney test showed no significant difference between people with and people without a goal (U = 1062.5, p = .939). Because the assumptions of a normal distribution were not met, the results should be interpreted with discretion. Since no difference was found, also the last hypothesis should be rejected. Discussion and conclusion This research has been conducted in order to answer the following research question: “What is the influence of having a goal-based approach when learning a second language using games?” An online experiment with 102 participants was conducted to get insights in order to answer the research question. In this chapter the main findings, discussion and limitations and recommendations will be discussed and the chapter will be finished with a conclusion. Discussion This study explored the effects of goal-based learning on learning a second language using games. Hypothesis 1, people with a high goal achieve a higher score on the intermediate tests than people with a low or no goal, could not be accepted, because there was no significant difference between the third group and the other two groups regarding the results of the small tests during the experiment. This means that participants in the third test group did not receive higher scores than participants in the other test groups, in spite of the results of Laporte and Nath’s (1976) study, where evidence was found that different goals influenced the performance of the learners because when a general or low goal was set, people performed below their maximum skills. The second hypothesis, people with a high goal score higher on the final test than people with a low or no goal was formulated because the expectation was that participants in the third group would take more effort to learn the artificial words and therefore would remember more of the words at the end of the test, compared to the other two groups. USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 29 However, because no significant difference was found between groups, this hypothesis cannot be accepted either. People with a high goal to achieve did not score higher on the final test than people with a low goal or without a goal, despite the findings of Schunk and Rice (1989) and Ng and Bereiter (1991) who state that goals have a strong effect on performance. Hypothesis 3, people with a high goal spent more time on learning the words, was studied by using the results of the total time spent on the experiment and the time spent on the games in the experiment. No significance was found for this hypothesis, which means it has to be rejected. People with a high goal to achieve did not spend more time on the games or on the total experiment than people in the other two test groups, despite the literature of Laporte and Nath (1976) supporting an increase of learning time when a high goal is assigned. Hypothesis 4, people with a goal experience more fun in the experiment than people without a goal, couldn’t be accepted either, because no significant differences were found between the test groups and the two dependent variables “I liked it” and “I thought it was boring”. Although Prensky (2001) defined a goal as being one of the main motivational factors for participation in a game, in this study having a goal assigned did not lead to a more fun experience. None of the hypotheses formulated based on the literature about second language learning, goal-based learning and game-based learning could be accepted in this study, because neither one of the test groups showed a significant difference in any of the dependent variables. Since no significant evidence has been found, this research could not confirm that a goal-based approach of second language learning using games leads to better learning results. The lack of discovering significant differences between different test groups could be due to the fact that people are goal-oriented as species (Prensky, 2001). People want to do their best, and perhaps in this research the people in all test groups unconsciously had a goal set themselves to perform as good as possible. USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 30 Each test consisted of several multiple choice questions. This means that when a participant didn’t know the correct answer, a guess could result in a correct answer, which would have influenced the number of remembered words. Another option is when the participant didn’t know the correct answer, he could scratch the words he remembered to be not the correct answer. An improvement of this research would have been to let the participants fill in the words themselves, to investigate exactly if the artificial words have been remembered correctly by the participant. Besides a different way of testing, also some questions should probably have been asked in a different order: the statements “I like to play games” and “I am motivated to learn a foreign language” should have been asked before the experiment started, because since they were asked after the experiment, the answers of this questions might have been influenced by the experiment and no assumptions could be tested with the results. The descriptive statistics of these dependent variables are given in tables 8 and 9. In test group 1, the control group, none of the participants disagreed about liking to play games, in test group 2, where people had to obtain a low goal, 14.7% disagreed. The question hereby is whether the differences are due to the experiment they participated in or due to their opinion about games and learning a second language in general. These questions should have been asked before the experiment to check the distribution of these variables between the three different test groups. Table 8 Descriptive statistics of dependent variable “I am motivated to learn a foreign language” Totally agree Agree Neutral Disagree Totally disagree Test group 1 (control) 31.4% 25.7% 25.7% 11.4% 5.7% Test group 2 (low goal) 26.5% 29.4% 26.5% 14.7% 2.9% Test group 3 (high goal) 18.2% 51.5% 15.2% 9.1% 6.1% Total 25.5% 35.3% 22.5% 11.8% 4.9% USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 31 Table 9 Descriptive statistics of dependent variable “I like to play games” Totally agree Agree Neutral Disagree Totally disagree Test group 1 (control) 40.0% 54.2% 5.7% 0.0% 0.0% Test group 2 (low goal) 32.4% 47.1% 5.9% 14.7% 0.0% Test group 3 (high goal) 27.3% 57.6% 12.1% 3.0% 0.0% Total 33.3% 52.9% 7.8% 5.9% 0.0% Even though it was recommended to fill in the experiment on a desktop, laptop or tablet, and not on a mobile phone, 14.9% of the participants arrived at the website of the experiment on a mobile phone. Also 14.9% used a tablet to go to the website of the experiment and 70.2% used a desktop or laptop when entering the website. However, the specific participants using their mobile phones for the experiment could not be tracked via the dataset so all of their data have been used in the research too. Because there is no knowledge about which groups these participants belonged to, it might have influenced the results of one or more groups. At the beginning there should have been a question such as “on which device are you participating in this experiment?” with PC, tablet and smart phone as answer possibilities. Limitations One of the limitations of this study concerns the sample size, because each test group only consisted of 34 participants on average. Having more participants in a study can lead to a better generalization of the results. Also, this research is based on only one type of an online game taking about fifteen minutes of the participants’ time. It is questionable how many words the respondents would have remembered when a follow-up test would be held after a longer period of time, in order to test the long time memory instead of the short time memory. However, this could not be measured within the time scale of this thesis. A longitudinal study USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 32 over a longer period of time should be performed in order to research the influence of goalbased learning using games on long term memory. Since the research was carried out with an online experiment, the setting could not be controlled, which is a disadvantage of online experiments (Hooley, Marriot and Wellens, 2012). For the researcher there was no control over the environment in which the participants took part in the experiments. Other disadvantages of an online experiment are the possible multiple submissions, dropouts and to reduced interaction with participants, which might lead to misunderstanding of the instructions. Dropouts have not been taken into account for the results of this research, the understanding of the instructions has been tested with a pilot and multiple submissions have been limited by giving an error message when a participant clicked the “backwards” button in his browser to go back to change his answer or play the memory game again. Despite the dependent factor age was not a measurement of our study, most of the participants were aged between 18 and 25 years (69.6%) and had a high educational level (HBO and WO, 77.4%), which indicated that most of the participants were students. Therefore, no conclusions can be drawn in general. Also, most of the participants were women (61.8%) and differences of gender have not been investigated in this research. Recommendations Future research could go deeper into some aspects of this study. An important point is to obtain more participants, in order to draw generalized conclusions. Also, since there are many things to learn when learning a second language, other aspects of a language could be tested by game-based learning, such as grammar and different types of words, instead of using solely nouns. Besides this, for this research images were used to study the words, but the same research can be carried out using vocabulary lists. For this research only concrete items have been used, in which pictures are useful, but learning verbs or grammar using pictures might USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 33 result in a different outcome of a research. Since online experiments can’t be controlled, an option for follow-up research is to perform the research in an offline environment in order to be able to control all influences from the outside and to have the participants all use the same device to participate in the experiment, or to investigate the differences between different devices. A possibility for future research is to let people fill in the words themselves, instead of letting them answer multiple choice questions, which should be harder to do. Also it might be interesting to look at differences between gender, age and education level. Conclusion The purpose of this study was to investigate the possible differences between a goalbased and a non-goal-based approach in learning a second language using games. In addition, the differences between assigning a low goal and a high goal have been researched. No research on a goal-based approach to second language learning using a game had been performed before. Previous studies have shown that using games to learn a language is effectively and, that goal-based learning leads to a positive performance. This performance is even more positive when a high goal has been assigned. An online experiment has been performed in which 102 people participated. Based on the results of these participants, the research question “What is the influence of having a goalbased approach when learning a second language using games?” could be answered. Despite the theoretical evidence for the formulated hypotheses, none of these hypotheses could be accepted in this research. No evidence has been found in differences between a goal-based and a non-goal-based approach, neither there was any significant difference between a low and a high assigned goal. On the whole the conclusion of this research is that a goal-based approach in learning a second language using games does not have influence on the performance of the USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 34 participants, neither on the time they spend or the fun they experience. This finding is inconsistent with results of previous literature, however previous literature researched either a goal-based approach or a game-based approach. 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Cambridge: Cambridge University Press. 41 Appendix A Results Pilot I thought it was boring I am motivated I like to Correct to learn a foreign play answers test language games 1 1 agree disagree agree neutral 6 6 6 6 6 9 wo 1 agree neutral agree 2 3 6 2 2 5 40-64 mbo 1 totally agree totallyagree 4 5 5 6 7 40-64 hbo 2 totally agree 2 6 6 5 6 7 f 18-25 wo 2 totally agree 5 5 6 6 6 10 f 18-25 hbo 2 totally agree agree totally agree totally agree totall yagree 2 m 3 3 6 5 6 6 m 26-39 wo 3 agree 5 6 6 5 10 18-25 3 totally agree totallyagree 6 6 6 6 6 10 f 40-64 wo vmbo/ havo/ vwo agree totally agree 6 f disagree totally disagree totally disagree totally disagree totally disagree totally disagree totally disagree totally disagree disagree disagree 2 6 6 6 6 10 Gender Age group Education f 18-25 wo m 18-25 f Test group I liked it 3 totally agree totallyagree totallyagree totallyagree neutral Correct Correct Correct Correct Correct answers test answers test answers test answers test answers 2 3 4 5 final test 42 Appendix B The memory cards used in the experiment USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 43 USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 44 USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 45 Appendix C Screen-shots of the online experiment Figure C1 Screen-shot of an incorrect combination of two memory cards Figure C2 Screen-shot of a correct combination of two memory cards USING GAMES FOR GOAL-BASED LANGUAGE LEARNING 46 Figure C3 Screen-shot of a finished memory game Figure C4 Screenshot of an example multiple choice question of a test
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