Lesson 11 – Technology Integration in Your Setting

Effectiveness of Gamification in the Engagement of Students

Summary

The study conducted in this article was how gamifying an 8th-grade Geometry class affected their engagement and achievement.  They took a group of 61 13-14-year-olds and split them into four groups.  Each group had a different amount of badges available to earn from ClassDojo and ClassBadges.  The badges were broken down into four categories, attitudinal objectives, cognitive objectives, conceptual objectives, and instrumental objectives.  There were both positive reinforcements (activities be completed, class participation, collaboration, cleanliness, etc), and negative reinforcements (missing class, talking off topic too much, being messy, tardiness, missing material, etc).

The findings were as follows, “The investigation has shown that gamification had positive effects on the engagement of students. Those who presented the highest levels of engagement on the indicators were also those with more badges given by the teacher and on the opposite side, those with lower indexes on the indicators were those with less badges from the teacher” (Seixas, et al. 2016).

Reflection

I was really excited to find a study that used one of the apps I reviewed (Class Dojo)!  I felt that this app would increase student engagement and interest, and it was really fun to see that it did have a really positive effect on the students, and the greatest effect on the students who were given the most feedback.

It got me thinking about my current group of students and how I could use this to help my C and D students.  My A and B students don’t seem to change their behaviors much regardless.  I’m wondering if applying this idea, of giving more feedback to my “middle of the road” students, will help push them to the next level?  Something to take to our 10th-grade team on Friday!


An Empirical Study Comparing Gamification and Social Networking on E-Learning

Summary

In this study, the researchers focused on the following questions, 1. Will gamification and/or social networking impact learning in large classroom environments? 2. Will gamification and/or social networking impact participation rates? and 3. Will students have a positive attitude towards these tools? (Marcos et al. 2016).  The study was gone on 114 undergrad students in the gamified course, there were 184 in the social networking group, and  73 students in the control group.  All three groups had their content delivered in an e-learning environment, the study was conducted over the course of a year.

The data collected from the pre-tests suggested that all three groups began with the same amount of prior knowledge.  The post-test data suggested that both the gamified group and the social networking groups outperformed the transitional learning style group.

That said, they did find issues with overall participation in the gamified and social networking groups.

“The bottom line is, in our opinion, that a careful instructional design driven by clear objectives is essential for a meaningful integration of gamification in e-learning approaches. Exactly in the same way that the motto “built it
and they will come and learn” proves to be wrong for e-learning (Zemsky & Massy, 2004), similar dictums like “socialize it and they will participate” or “gamify it and they will be motivated” seem to be equally flawed simply because they are ignoring the necessity of an underlying sound pedagogy.” (Marcos et al. 2016)

They concluded their study by suggesting that these new ways of teaching and learning and “challenging research lines” and that instead of perhaps looking at this like we need to harness the power of both social networking, gamification, and traditional e-learning.

Reflection

This is exactly what I’m finding with my 10th-graders as I jump into week two of a “gamified” learning approach to teaching Othello.  I have added badges to motivate my students, and I’ve added a social networking collaboration tool (Edmodo) to help facilitate their group work.  While the group work and collaboration are going okay, only a few students are seeming to get the full effect and truly participating the way I envisioned.  The overall interest and motivation seem high, those that are engaged are certainly learning at a deeper level than how I normally would teach this Unit, but a majority of the students seem to be participating less now that things are more collaborative.


Combining Software Games with Education: Evaluation of its Educational Effectiveness

Summary

In this study, the experiment was broken into four parts.  They looked at virtual reality educational games compared to other similar interfaces and compared the educational effectiveness and motivation.  Part one had 5 fourth grade elementary geography classes with 90 children total.  The second, third, and fourth part has 90 students and were categorized into three groups, a high achieving group, a midlevel achieving group, and a low-level achieving group.  Students took a 100 question pre-and post-test to assess the educational effectiveness and motivation in their group educational delivery.

Part 1:  90 students (two groups of 45)

Group one used the VR-ENGAGE program (virtual reality = VR).  The other group used a simple software.  The 45 students in the virtual reality group made 43.15% fewer mistakes on the post-test the other group scored 32.48% less, the VR group scored 10.67% better than the simple software group.

Part 2, 3 and 4  (90 different students split into 3 groups of 30 and split by achievement, then split each group into groups of 15/15 one in the VR-ENGAGE and simple software groups)

Low Group – VR-ENGAGE scored 10.47% higher on their post-test results than the simple software group.

Middle Group – VR-ENGAGE scored 10.54% higher on their post-test results than the simple software group

High Group –  VR-ENGAGE scored about 1% difference, with the VR students performing slightly higher than the simple software group.

Students and teachers were then interviewed to see their takeaways.  The big one for the students was that while this was “fun” the educational games were not up to the quality or standard they were used to in their “regular” video games.  The teachers were very impressed with how much the VR-ENGAGE game helped the lowest level students and all of the students.  They said that adding the game changed the behavior in the class completely and students seemed more interested in the content than before, this made them all want to include more games throughout the year.  They had less behavioral issues as well because students were all so immersed in the game they didn’t have time to be disruptive or act out.

Reflection

I wish that this study had included a control group that didn’t use any gamification in their delivery at all.  I think that would have been really beneficial to see just how much of an impact this had, but I did like seeing the comparison between VR and just a simple software/gamified impact had on student educational effectiveness.  I also had not thought about the behavioral impact this might have on a brick and mortar classroom.

I would love to be able to include VR in my classroom and more games, but finding the content out there is tricky!  I think there is a great need for this type of teaching material in the 9-12 content areas.


Tying it Together

I want to share of the paragraphs from Virvou’s 2005 study,

“Indeed, there are many researchers and educators that advocate the use of software games for the purposes of education. Papert (1993) notes that software games teach children that some forms of learning are fast-paced, immensely compelling and rewarding whereas by comparison school strikes many young people as slow and boring. Boyle (1997) points out that games can produce engagement and delight in learning; they thus offer a powerful format for educational environments. Moreover, there are studies that have shown that the use of carefully selected computer games may improve thinking (Aliya 2002). As a result, many researchers have developed games for educational purposes.” (e.g. Conati & Zhou 2002)

This echoes the TedTalk that I found a few weeks ago by Gabe Zichermann and his explanation for the need for gamifying the classroom, especially the part about “speeding up” the slow and boring parts of school for some (most?) children.

As I look at these three articles and their findings, and think back to the rest of the readings and research I’ve discovered this semester, I’m drawn to this idea over and over again of gamifying content leading to more engaged students who are understanding content that they previously struggled with.  While this isn’t a fix for every student, I think that this could be a link to reaching more of our struggling students.  Plus, it’s fun.


Da Rocha Seixas, L., Sandro Gomes, A., José de Melo Filho, I. (2016). Effectiveness of gamification in the engagement of students. Computers in Human Behavior, 58,  48-63.

De-Marcos, L., Domínguez, A., Saenz-de-Navarrete, J. Pagés, C. (2014). An empirical study comparing gamification and social networking on e-learning. Computers & Education, 75, 82-91.

Virvou, M., Katsionis, G., & Manos, K. (2005). Combining Software Games with Education: Evaluation of its Educational Effectiveness. Journal Of Educational Technology & Society8(2), 54-65.


Updated working definition of learning with mobile computers

Original Post: https://sites.psu.edu/meganriggers/2017/08/28/learning-with-mobile-computers/

Learning with mobile computers transcends the four walls of a classroom. It opens up endless resources and the imagination.  It allows for new ways of receiving and conveying information.  It can be both individual and collaborative, asynchronous and synchronous, and therefore can always find new ways for students to learn and interact with the content and each other.

6 Comments on Lesson 11 – Technology Integration in Your Setting

  1. Yong Ju Jung
    November 13, 2017 at 10:19 pm (7 years ago)

    Hi Megan! Thanks for sharing your insights! It was fun to read how you read the articles and interpret them for your own meaning of gamification. And also, I can definitely see that your definition of mobile learning became strengthen and specified. One thing I would like to ask is–since we have read a lot about unique characteristics of mobile learning–how do you define learning with ‘mobile’ technologies differently from learning with other kinds of technologies?

    • Megan Riggers
      November 14, 2017 at 9:29 pm (7 years ago)

      This is a great question, Yong Ju! I’m not sure that I have the best answer for it but it is something I will continue to reflect on!

      I think the reason I’m struggling with mobile technology vs. “other forms” of technology is that most of the technology that I use anymore is cloud-based and most of it is portable, with the expectation of smart TV’s and desktop computers, rarely do I have something that is limited to one location, and even with those “stationary” technologies, I am able to access the information in another location in most cases.

      What I access on my phone, I can also access on the laptop, my iPad, my iPhone, my desktop,
      sometimes even my smart TV, gaming consols, etc…the lines seem blurred to me and have been for quite some time. What are your thoughts? I would love help thinking about mobile technologies differently and seeing this a little more clearly, but I’m struggling to do so with how I currently use them in my day-to-day life.

      • Yong Ju Jung
        November 15, 2017 at 12:29 pm (7 years ago)

        Definitely, I believe that it is good and important to take your daily life examples into conceptualizing your theory and knowledge. That’s what I do too 😉 Like you said, I also think that what you mentioned about mobility (compared to stationary) would be the distinct characteristics of mobile technologies, and the mobility which I believe should help learners to be connected to multiple learning contexts. Of course, there is not one definition, and it is always good to reflect on and continue to develop your thoughts!

  2. Megan Riggers
    November 13, 2017 at 10:01 pm (7 years ago)

    I think the term gamifying and what I envision when I think about that term are actually different. What I think about is actually game-based learning, not just including “game-like” elements to my traditional classroom teaching style (like badges). When I think of game-based learning I think of educational games. Immersive games that blend content with fun in a seamless way. Games that build on prior knowledge, work towards mastery and are both individualized and potentially collaborative. Just like the mainstream video games that most of our students are familiar with already. While I agree with you that we do not need to entertain our students, I think it’s a huge piece of their lives outside of our classrooms and could be a way to increase engagement, which I think is something that needs to be overhauled in most of our classrooms today if we hope to help some of our students who are struggling the most.

  3. Megan Strickland
    November 11, 2017 at 2:58 pm (7 years ago)

    Megan,
    I am also looking into gamifying my classroom but I think Kelly brings up a really great point, does the gamification equal more engagement or more entertainment? I am currently using Classcraft in my classroom to try some gamification for the second year. Many of my low achievers in class are engaged more but this engagement/entertainment has not necessarily transferred to more understanding in the content or their letter grade. I like the gamification aspect but there are times where I wonder if this is really helping or hindering my students (meaning possibly distracting them?). I also have many colleagues whom have used class dojo and have had similar results. They do find it “fun” to do in class but not sure if it is really having the right effect. I do think it is incredibly important to continue to try new things with each class every year and sometimes we find gems and other times duds. I would love to find out if your classroom online has different success and challenges than a brick and mortar school classroom. How do you plan to use class dojo in your class? I would love to hear your ideas and thoughts! Thanks again for all of your great content and discuss this semester!

  4. Kelly Nicole Grimes
    November 10, 2017 at 10:33 am (7 years ago)

    Hello,

    I wanted to comment on your lesson 11 blog post.

    I thought about incorporating something like this in my classroom, but I am a little hesitant. It sounds like something that might be effective in an elementary or middle school setting, but maybe not so much in a high school setting.

    I don’t think my students would latch onto this, but its not something that anyone in my school has tried. So, I have not had anyone I could really talk to about the effectiveness of this approach.

    I do want things to be more engaging for my students, but I agree with you that some of the resources out there are not necessarily geared towards high school students. I am usually pretty careful and picky about what I use because I want it to be an effective resource that enhances what I teach to my students.

    My question for you is, is gaming, AR or any other app/program out there, something that is actually going to engage our students or is it something that will entertain them? I feel like there is a big difference between these two concepts. I also think a lot of kids want entertainment not engagement. I have a number of kids who like to do the minimum. They want to be entertained, so I try to find engaging activities to use. However, the minute I incorporate something engaging into my lesson, they fight it. They don’t want to put the time and effort into an activity like that. To them engagement is not entertainment, its just more work that requires some thought. They would rather do something that is mindless. Its sad, but true.

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