Cargando…

Exploring How Gender and Enjoyment Impact Learning in a Digital Learning Game

In digital learning games, do game mechanics that promote learning and those that promote enjoyment have different effects on students’ experience? Do males or females learn from or enjoy games more? We explored these questions in Decimal Point, a digital learning game that teaches decimal numbers a...

Descripción completa

Detalles Bibliográficos
Autores principales: Hou, Xinying, Nguyen, Huy A., Richey, J. Elizabeth, McLaren, Bruce M.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7334187/
http://dx.doi.org/10.1007/978-3-030-52237-7_21
_version_ 1783553884738813952
author Hou, Xinying
Nguyen, Huy A.
Richey, J. Elizabeth
McLaren, Bruce M.
author_facet Hou, Xinying
Nguyen, Huy A.
Richey, J. Elizabeth
McLaren, Bruce M.
author_sort Hou, Xinying
collection PubMed
description In digital learning games, do game mechanics that promote learning and those that promote enjoyment have different effects on students’ experience? Do males or females learn from or enjoy games more? We explored these questions in Decimal Point, a digital learning game that teaches decimal numbers and decimal operations to middle school students. In this work, we conducted a classroom study with two versions of the game, one that encourages students to play to learn and one that encourages students to play for enjoyment. We compared these two conditions to a control condition that is neutral regarding learning and enjoyment. Our results indicated that the enjoyment-focused group learned more efficiently than the control group, and that females had higher learning gains than males across all conditions, particularly on the near and middle transfer learning items. Post hoc analyses also revealed that the learning-focused group engaged in re-practicing the same mini-games, while the enjoyment-focused group demonstrated more exploration of different mini-games. These findings suggest that emphasizing learning or enjoyment can result in distinctive gameplay behaviors from students, and that our game can help bridge the typical gender gap in math education.
format Online
Article
Text
id pubmed-7334187
institution National Center for Biotechnology Information
language English
publishDate 2020
record_format MEDLINE/PubMed
spelling pubmed-73341872020-07-06 Exploring How Gender and Enjoyment Impact Learning in a Digital Learning Game Hou, Xinying Nguyen, Huy A. Richey, J. Elizabeth McLaren, Bruce M. Artificial Intelligence in Education Article In digital learning games, do game mechanics that promote learning and those that promote enjoyment have different effects on students’ experience? Do males or females learn from or enjoy games more? We explored these questions in Decimal Point, a digital learning game that teaches decimal numbers and decimal operations to middle school students. In this work, we conducted a classroom study with two versions of the game, one that encourages students to play to learn and one that encourages students to play for enjoyment. We compared these two conditions to a control condition that is neutral regarding learning and enjoyment. Our results indicated that the enjoyment-focused group learned more efficiently than the control group, and that females had higher learning gains than males across all conditions, particularly on the near and middle transfer learning items. Post hoc analyses also revealed that the learning-focused group engaged in re-practicing the same mini-games, while the enjoyment-focused group demonstrated more exploration of different mini-games. These findings suggest that emphasizing learning or enjoyment can result in distinctive gameplay behaviors from students, and that our game can help bridge the typical gender gap in math education. 2020-06-09 /pmc/articles/PMC7334187/ http://dx.doi.org/10.1007/978-3-030-52237-7_21 Text en © Springer Nature Switzerland AG 2020 This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic.
spellingShingle Article
Hou, Xinying
Nguyen, Huy A.
Richey, J. Elizabeth
McLaren, Bruce M.
Exploring How Gender and Enjoyment Impact Learning in a Digital Learning Game
title Exploring How Gender and Enjoyment Impact Learning in a Digital Learning Game
title_full Exploring How Gender and Enjoyment Impact Learning in a Digital Learning Game
title_fullStr Exploring How Gender and Enjoyment Impact Learning in a Digital Learning Game
title_full_unstemmed Exploring How Gender and Enjoyment Impact Learning in a Digital Learning Game
title_short Exploring How Gender and Enjoyment Impact Learning in a Digital Learning Game
title_sort exploring how gender and enjoyment impact learning in a digital learning game
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7334187/
http://dx.doi.org/10.1007/978-3-030-52237-7_21
work_keys_str_mv AT houxinying exploringhowgenderandenjoymentimpactlearninginadigitallearninggame
AT nguyenhuya exploringhowgenderandenjoymentimpactlearninginadigitallearninggame
AT richeyjelizabeth exploringhowgenderandenjoymentimpactlearninginadigitallearninggame
AT mclarenbrucem exploringhowgenderandenjoymentimpactlearninginadigitallearninggame