using game based learning to support learning science
using game based learning to support learning science
https://doi.org/10.1007/s40299-020-00523-z
REGULAR ARTICLE
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M. Wang, X. Zheng
few studies have compared the effects of game-based showed significant increases in science content knowledge
learning on students’ learning and self-efficacy between the in both collaborative and single game player conditions.
two types of games. Previous research is mostly based on Non-digital games refer to any board-, card-, or other
digital games, and non-digital games have received less type of games that can be played in physical environments
attention (Naik 2014). Some digital game-based learning (Uzun et al. 2013). Different from digital games, non-
proponents presumed that digital media had certain hidden digital games do not need electronic devices and can be
qualities compared to non-digital media as concerns implemented in different scenarios. Thus, non-digital
learning (Prensky 2001; Tapscott 1998). While non-digital games are widely used in STEM education and have been
game-based learning proponents believed that non-digital found to be effective in enhancing learning (Mustafa et al.
games had many advantages over digital games (von Gil- 2011; Liu and Chen 2013). For example, by integrating a
lem and Alaswad 2016). Echoing Berland et al. (2011) role-playing game into chemistry classes, Cook (2014)
argued that the transparency of the rules of non-digital concluded that game participation helped to facilitate stu-
games was an important element of their enjoyment. Thus, dents’ learning of science knowledge about the chemistry
investigating and comparing effects of digital and non- of plastics. In another study using Lego bricks to teach
digital games on students’ learning is important. The goal elementary school students science concepts, researchers
of this study was to examine the effects of game-based noted that playing games with Lego improved both stu-
learning on Chinese middle school students’ learning of dents’ knowledge and problem-solving ability (Li et al.
science and their self-efficacy in learning. We implemented 2016). Card games are another choice. Morris (2011)
an experiment to compare the effects between digital and conducted a study to use a card game to help students learn
non-digital game-based learning. The following research chemical formulas and found that the card game effectively
questions guided the study: promoted learning.
While previous research has investigated the effective-
1. Whether digital games have better effects on students’
ness of using educational games to support learning, few
learning of science than non-digital games?
studies have compared the effects on learning between
2. Whether students who play digital games show better
digital and non-digital games. Some researchers compared
self-efficacy than students who play non-digital games
game-based learning with conventional instructional
when learning science knowledge?
method (Brom et al. 2011; McLaren et al. 2017). Within
one game type such as digital games, prior studies also
compared the effects of the single game player condition
Literature Review with the collaborative condition (Chen et al. 2015; Chen
and Law 2016). However, little empirical research has been
Game-Based Learning conducted to examine the differences in effects on learning
between digital and non-digital games. One goal of our
The major characteristic of game-based learning is inte- study was to investigate whether digital games have better
grating games into instruction to promote knowledge and effects on students’ learning of science than non-digital
skill acquisition (Qian and Clark 2016). During the games (RQ1).
gameplay, students need to solve problems and complete
challenges that are relevant to the course content. Previous Self-efficacy and Game-Based Learning
studies have reported positive effects of using game-based
learning in science education (Yien et al. 2011; Lin et al. An effective educational game should include appropriate
2013). In general, researchers have examined two types of challenges that can make students experience a feeling of
games: digital and non-digital games. A digital game refers self-efficacy (Johnson and Mayer 2010). In other words,
to a game played using electronic devices such as com- successful game-based learning should consider learners’
puters, mobile devices, and so forth. Prior studies have self-efficacy. Self-efficacy refers to an individual’s belief in
found that digital games are effective to improve students’ his or her innate ability to achieve goals (Bandura
learning of science knowledge. For instance, Sung and 1982, 1994). It reflects students’ confidence in their capa-
Hwang (2013) conducted an experiment of integrating bilities to exert control over their own emotion, motivation,
educational computer games into elementary school sci- and behavior in the course of learning. These cognitive
ence courses and found that students’ learning achieve- self-evaluations influence various aspects of students’
ments were improved. In another study of fifth graders who learning experience, including the goals for which they
played a computer game called Crystal Island to learn strive, the amount of time and effort involved in achieving
science, Meluso et al. (2012) indicated that students the goals, and the likelihood of reaching specific levels of
learning performance. Studies have shown that students
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Using Game-Based Learning to Support Learning Science: A Study with Middle School Students
Number of students 31 30 32
Type of game Digital Non-digital None
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M. Wang, X. Zheng
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Using Game-Based Learning to Support Learning Science: A Study with Middle School Students
Data Analysis
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M. Wang, X. Zheng
Table 2 Descriptive statistics of students’ pre-test scores and post- the Class A with the Class C score of 25.95 (p \ 0.01). In
test scores addition, scores of Class B (adjusted mean = 29.62) were
Mean (SD) also significantly higher than those of Class C (p \ 0.01).
No significant difference was found between Class A and
Group Class A (n = 31) Class B (n = 30) Class C (n = 32)
Class B.
Pre-test score 19.87 (4.32) 20.70 (4.13) 20.12 (4.39) Therefore, compared to the traditional lecture approach,
Post-test 28.48 (4.73) 29.83 (3.27) 25.90 (5.13) the game-based learning approaches showed better effects
score on students’ learning of science concepts. Our results also
imply that digital and non-digital games have similar
lowest mean score in the pre-test, and class B (the non- positive effects when students learn science concepts.
digital game group) had the highest mean score. The
ANOVA test results indicated that the difference of the RQ2: Whether Students Who Play Digital Games
pre-test scores among the three groups was not significant Show Better Self-efficacy than Students Who Play
(F(2, 90) = 0.299, p [ 0.05). In other words, students of Non-digital Games When Learning Science
the three groups had similar knowledge background about Knowledge?
the reflection of light before the experiment.
This study conducted an analysis of covariance Table 4 presents the descriptive statistics of students’ self-
(ANCOVA) using the students’ pre-test scores as the efficacy. Students of class A reported the highest self-ef-
covariate to exclude the impact of the pre-test on their ficacy, M = 4.55, SD = 0.48, while students of class C
science learning. After conducting the experiment, showed the lowest self-efficacy, M = 3.58, SD = 0.68. The
ANCOVA was performed on the post-test scores, in which results of the ANOVA test found that significant differ-
the pre-test was the covariant, the post-test scores were the ences in students’ self-efficacy existed among the three
dependent variable and the ‘‘different instructional meth- groups, F(2, 90) = 22.488, p \ 0.01. The results of the post
ods (three groups)’’ were the control variable, to examine hoc Tukey HSD tests indicated that students of class A
the relationships among the post-test results of the three (M = 4.55 SD = 0.48) showed a significantly higher self-
groups. As shown in Table 3, the ANCOVA results showed efficacy than students of other two classes. In addition,
that the variance between the three groups is significant students of class B (M = 4.24, SD = 0.61) showed a sig-
(F = 6.864, p \ 0.01). In other words, the post-test scores nificantly higher self-efficacy than students of class C
were significantly different due to the different instruc- (M = 3.58, SD = 0.68). Our results suggest that by using a
tional methods. Furthermore, post hoc analysis was per- game-based learning approach, students tend to have
formed to examine specific differences in achievement higher self-efficacy than those in a traditional lecture class
between the groups. A Tukey’s HSD post hoc test revealed when learning science. Our results also indicate that digital
that the scores of Class A were significantly higher than games may bring students higher self-efficacy than non-
those of Class C, comparing the adjusted mean of 28.64 for digital games.
Table 3 The ANCOVA result of students’ post-test scores for the three groups
Variable Group N Mean SD Adjusted mean F(2, 89) Post hoc
*
Post-test score Class A 31 28.48 4.73 28.64 6.864 Class A [ Class C
Class B 30 29.83 3.27 29.62 Class B [ Class C
Class C 32 25.90 5.13 25.95
*p \ 0.01
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Using Game-Based Learning to Support Learning Science: A Study with Middle School Students
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M. Wang, X. Zheng
might lead to the construction of schemata (Kiili 2005). To In the future, we will replicate our experiment in more
some extent, non-digital game had a better effect on schools with more students.
stimulating deeper learning. Second, our experiment only focused on one scientific
concept and did not explore the long-term effects of dif-
Implications ferent types of games. In this study, we investigated stu-
dents learning of the reflection of light and assessed their
Based on our findings, we make two recommendations for learning performance using pre- and post-tests. However, if
researchers and educators who are interested in game- game-based learning is used in teaching several scientific
based learning. First, because of the merits of digital concepts or used for a whole semester, the two types of
games, we recommend that researchers and developers of games may show different effects. Our next step is to
educational games design and develop more digital games design several units of a middle school science course
that can support teaching science knowledge. Nowadays, using game-based learning and to examine the effects of
digital devices are accessible to students and teachers. As digital and non-digital games in students’ learning of
digital natives, students are familiar with the use of digital science.
devices. Our findings indicate that digital games can benefit Finally, in this study, we only collected quantitative data
both learning performance and self-efficacy of students. to compare students’ learning performance and self-effi-
Therefore, we believe that developing more digital games cacy in different settings. However, with only quantitative
for teaching science can enhance the quality of science data, it is hard to understand why students reported higher
education. According to our results, we make two sug- self-efficacy when playing digital games. Future research
gestions for developing digital games for learning. First, it should use mixed methods collecting both quantitative and
is important to provide immediate feedback for students so qualitative data (e.g., interviews, class observations, etc.) to
that they can quickly reflect on their game play and study the effects of different types of game-based learning.
learning. Second, digital games should integrate automatic
data collection and analysis components to enable teachers
to track students’ learning progress in real time. We believe Conclusions
that with those features digital games can better support
teaching and learning of science classes. Game-based learning shows great potential to support
Second, we recommend developing professional devel- teaching science knowledge and facilitating students’
opment programs focusing on integrating educational learning. While previous studies reported that game-based
games into instruction. Compared to traditional lecturing, learning showed positive effects on students’ learning
game-based learning has its merits including enhancing performance and self-efficacy compared to conventional
students’ self-efficacy, improving learning performance, instructional method, few studies have investigated the
and so forth. However, teachers may not own the knowl- different effects between digital and non-digital games.
edge of implementing game-based learning in their This study examined the effects of game-based learning on
instruction. Integrating educational games into instruction Chinese middle school students’ learning of science and
is not easy, because it requires not only the content their self-efficacy in learning. We implemented an exper-
knowledge of subject matter but also the knowledge of iment to compare the effects between digital and non-
games and game integration. Therefore, we believe that digital game-based learning. Our results showed that stu-
professional development programs about game-based dents in game-based learning groups (both digital and non-
learning are vital to teachers who would like to use edu- digital game groups) performed significantly better in the
cational games. We recommend that more future profes- content knowledge assessment and reported higher self-
sional development programs focus on game-based efficacy than the traditional lecture group. No significant
learning to help teachers build their knowledge of and difference was found between the digital game group and
develop their skills for effectively integrating educational the non-digital game group when considering science
games into instruction. learning performance, but students of the digital game
group showed significantly higher self-efficacy than those
Limitations and Future Research Directions of the non-digital game group.
According to our findings, we recommend that
This study has several limitations. First of all, our sample researchers and developers of educational games design
size was relatively small. On average, we had 31 students and develop more digital games that can support teaching
in each group. While such a sample size was sufficient for science knowledge. Meanwhile, we suggest developing
our study, the generalizability of our results can be limited. professional development programs focusing on integrating
educational games into instruction. While game-based
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Using Game-Based Learning to Support Learning Science: A Study with Middle School Students
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