skip to main content
article

Evaluating multiple aspects of a digital educational problem-solving-based adventure game

Published: 01 January 2014 Publication History

Abstract

This study aims to evaluate multiple aspects of a problem-solving-based educational adventure game, Boom Room(C). The learning effectiveness, game acceptance, and flow experience of the game were empirically investigated. The game was designed and developed for teaching knowledge of computer assembly. Sixty-seven university students in Taiwan were asked to complete a pre-test before playing the game and a post-test after playing the game. These students also provided evaluations of not only the usefulness, ease of use, and design elements of the game but also their experience with various flow dimensions of the game. A 2-stage cluster analysis was also conducted to explore the potentially different groups of students by categorizing them in accordance with their performance, degree of game acceptance and flow states. The results suggest that this game is beneficial for students with insufficient background knowledge of computer assembly, allowing these students to obtain vital knowledge of this topic if they achieved a sufficient acceptance of the game and an adequate flow experience from their game-playing experiences. The various dimensions of flow that were experienced by these students were significantly correlated with game acceptance. Suggestions for future study, game design, and instructional practice are discussed.

References

[1]
Multimedia for learning: Methods and development. 3rd ed. Allyn & Bacon, Needham Heights, MA.
[2]
Aleven, V., Myers, E., Easterday, M., & Ogan, A. (2010, April). Toward a framework for the analysis and design of educational games. Paper presented at the third IEEE international conference on digital game and intelligent toy enhanced learning (DIGITEL), Kaohsiung, Taiwan.
[3]
Problem solving and learning. American Psychologist. v48 i1. 35-44.
[4]
Using video games to support pre-service elementary teachers learning of basic physics principles. Journal of Science Education and Technology. v20 i4. 347-362.
[5]
Observing interaction: An introduction to sequential analysis. 2nd ed. Cambridge University Press, UK.
[6]
Educational gaming in the health sciences: Systematic review. Journal of Advanced Nursing. v65 i2. 259-269.
[7]
Learning for mastery. Evaluation Comment. v1 i2. 1-5.
[8]
Students' perceptions about the use of video games in the classroom. Computers & Education. v54 i4. 1145-1156.
[9]
Challenges for game designers. Course Technology, Boston, MA.
[10]
Situated cognition and the culture of learning. Educational Researcher. v18 i1. 32-42.
[11]
Examining the effects of learning motivation and of course design in an instructional simulation game. Interactive Learning Environments. v18 i4. 319-339.
[12]
ERP training with a web-based electronic learning system: The flow theory perspective. International Journal of Human-Computer Studies. v65 i3. 223-243.
[13]
Flow: The psychology of optimal experience. Harper Perennial, New York.
[14]
Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly. v13 i3. 319-340.
[15]
The impact of game-based learning on the achievement of learning goals and motivation for learning mathematics - Literature review. Journal of Information and Organizational Sciences. v35 i1. 15-30.
[16]
Designing computer software for problem-solving instruction. Educational Technology Research and Development. v39 i1. 50-62.
[17]
Usability testing: Current practice and future directions. In: Sears, A., Jacko, J.A. (Eds.), Human-computer interaction: Development process, CRC Press, Boca Raton, FL. pp. 231-251.
[18]
Overview of research on the educational use of video games. Digital Kompetanse. v1 i3. 184-213.
[19]
Moderating effects of task type on wireless technology acceptance. Journal of Management Information Systems. v22 i3. 123-157.
[20]
What video games have to teach us about learning and literacy. Revised and updated ed. Palgrave Macmillan, New York.
[21]
Functionality and usability. Communications of the ACM. v30 i3. 229-233.
[22]
How can one amplify the effect of e-learning? An examination of high-tech employees' computer attitude and flow experience. Computers in Human Behavior. v26 i1. 23-31.
[23]
Exploring the behavioral patterns of learners in an educational massively multiple online role-playing game (MMORPG). Computers & Education. v58 i4. 1225-1233.
[24]
Applying lag sequential analysis to detect visual behavioral patterns of online learning activities. British Journal of Educational Technology. v41 i2. e25-27.
[25]
Designing a digital adventure game integrating instant feedbacks with simulation: Manipulation to promote learners' knowledge of computer hardware. In: Hirashima, T. (Ed.), Proceedings of the 19th international conference on computers in education, Asia-Pacific Society for Computers in Education, Chiang Mai, Thailand.
[26]
Why do people play on-line games? An extended TAM with social influences and flow experience. Information and Management. v41. 853-868.
[27]
Advancements and trends in digital game-based learning research: A review of publications in selected journals from 2001 to 2010. British Journal of Educational Technology. v43 i1. E6-E10.
[28]
Development of a ubiquitous learning platform based on a real-time help-seeking mechanism. British Journal of Educational Technology. v42 i6. 992-1002.
[29]
Flow experiences of children in an interactive social game environment. British Journal of Educational Technology. v38 i3. 455-464.
[30]
An investigation of user perceptions and behavioral intentions towards the e-library. Library Collections Acquisitions & Technical Services. v35 i2-3. 45-60.
[31]
Learning to solve problems with technology: A constructivist perspective. 2nd ed. Prentice Hall, Upper Saddle River, NJ.
[32]
Evaluations of experiential gaming model. Human Technology. v2 i2. 187-201.
[33]
Foundation of problem-based gaming. British Journal of Educational Technology. v38 i3. 394-404.
[34]
Adoption of mobile games as entertainment technology: A test of extended technology acceptance model. Information - An International Interdisciplinary Journal. v11 i6. 759-769.
[35]
Understanding the behavioural intention to play online games an extension of the theory of planned behaviour. Online Information Review. v33 i5. 849-872.
[36]
What drives people to continue to play online games? An extension of technology model and theory of planned behavior. International Journal of Human-Computer Interaction. v26 i6. 601-620.
[37]
The effect of simulation games on the learning of computational problem solving. Computers & Education. v57 i3. 1907-1918.
[38]
Exploring the impact of use context on mobile hedonic services adoption: An empirical study on mobile gaming in china. Computers in Human Behavior. v27 i2. 890-898.
[39]
Evaluating a system simulator for computer architecture teaching and learning support. ITALICS (Innovation in Teaching and Learning in Information and Computer Sciences). v9 i1. 100-104.
[40]
Mechanisms of skill acquisition and the law of practice. In: Anderson, J.R. (Ed.), Cognitive skills and their acquisition, Erlbaum, Hillsdale, NJ. pp. 1-56.
[41]
Oblinger, D. (2004). The next generation of educational engagement. Journal of Interactive Media in Education 8. <http://jime.open.ac.uk/jime/article/viewArticle/2004-8-oblinger/198>.
[42]
Classification of learning outcomes: Evidence from the computer games literature. Curriculum Journal. v16 i4. 455-474.
[43]
Situating constructionism. In: Harel, I., Papert, S. (Eds.), Constructionism: Research reports and essays, Ablex Publishing Corp, Westport, CT. pp. 1985-1990.
[44]
Digital game-based learning. McGraw-Hill, New York.
[45]
Arousal of flow experience in a learning setting and its effects on exam performance and affect. Zeitschrift Fur Padagogische Psychologie. v21 i3-4. 217-227.
[46]
Visitors' flow experience while browsing a web site: Its measurement, contributing factors and consequences. Computers in Human Behavior. v20 i3. 403-422.
[47]
Squire, K., & Jenkins, H. (2003). Harnessing the power of games in education. InSight 3. <http://www.edvantia.org/products/pdf/InSight_3-1_Vision.pdf>.
[48]
Augmented reality simulations on handheld computers. Journal of the Learning Sciences. v16 i3. 371-413.
[49]
User interface design and evaluation. Morgan Kaufmann Publishers, San Francisco, CA.
[50]
Empirical investigation on factors influencing the behavioral intention to use facebook. Universal Access in the Information Society. v11 i2. 223-231.
[51]
What influences college students to continue using business simulation games? The Taiwan experience. Computers & Education. v53 i3. 929-939.
[52]
Cognitive skill acquisition. Annual Review of Psychology. v47 i1. 513-539.
[53]
Determinants of perceived ease of use: Integrating control, intrinsic motivation, and emotion into the technology acceptance model. Information Systems Research. v11 i4. 342-365.
[54]
A model of the antecedents of perceived ease of use: Development and test. Decision Sciences. v27 i3. 451-481.
[55]
Computer gaming and interactive simulations for learning: A meta-analysis. Journal of Educational Computing Research. v34 i3. 229-243.
[56]
Gender differences in the perception and acceptance of online games. British Journal of Educational Technology. v39 i5. 787-806.
[57]
The role of tutoring in problem solving. Journal of Child Psychology and Psychiatry. v17 i2. 89-100.
[58]
Three simulator tools for teaching computer architecture: EasyCPU, Little Man computer, and RTLSim. Journal on Educational Resources in Computing. v1 i4. 60-80.

Cited By

View all
  • (2024)A Hybrid Escape Room to Foster Motivation and Programming Education for Pre-Service TeachersInternational Journal of Game-Based Learning10.4018/IJGBL.34352514:1(1-17)Online publication date: 15-May-2024
  • (2024)Gamification and Gaming in Cryptocurrency EducationSimulation and Gaming10.1177/1046878123122376255:2(196-223)Online publication date: 10-Apr-2024
  • (2022)How do online learning intentions lead to learning outcomes? The mediating effect of the autotelic dimension of flow in a MOOCComputers in Human Behavior10.1016/j.chb.2022.107306134:COnline publication date: 27-Jun-2022
  • Show More Cited By

Recommendations

Reviews

Angelica de Antonio

Hou and Li propose a multi-aspect empirical evaluation approach for problem-solving-based educational games. Specifically, the paper describes how this approach has been applied in the evaluation of a game designed to increase students' knowledge on personal computer assembly. In addition to learning effectiveness, two main factors are explored: game acceptance and flow experience. Also, four specific game elements are evaluated by students (entertainment, challenge, uncertainty and fantasy, and interactivity). After a brief description of the game, the instruments employed are described (two ad hoc knowledge tests, an acceptance questionnaire derived from the technology acceptance scales of Davis [1], and an adaptation of the flow scale for games by Kiili [2]). Five types of statistical analysis were applied, providing a wide range of interesting results. Even if no statistically significant improvement of knowledge was found, cluster analysis led to the identification of three different groups of students with different interrelationships among test scores, acceptance levels, and flow states, whenever appropriate levels of acceptance and flow are achieved, suggesting that the game might be more effective for students with limited prior knowledge. A significant correlation was found between the flow experience and game acceptance, also suggesting that appropriate challenge levels and clear game goals are key game elements that have to be carefully designed to promote flow and acceptance. The paper is quite readable and well structured, and it should be of interest to researchers of serious games. The multifaceted evaluation approach that is proposed puts an emphasis on some aspects mostly overlooked in current research, and the paper provides some hints on how these factors might be interrelated and contribute to the effectiveness of the game. Online Computing Reviews Service

Access critical reviews of Computing literature here

Become a reviewer for Computing Reviews.

Comments

Information & Contributors

Information

Published In

cover image Computers in Human Behavior
Computers in Human Behavior  Volume 30, Issue
January, 2014
832 pages

Publisher

Elsevier Science Publishers B. V.

Netherlands

Publication History

Published: 01 January 2014

Author Tags

  1. Adventure game
  2. Cluster analysis
  3. Flow
  4. Game-based learning
  5. Problem-solving
  6. Technology acceptance

Qualifiers

  • Article

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)0
  • Downloads (Last 6 weeks)0
Reflects downloads up to 19 Oct 2024

Other Metrics

Citations

Cited By

View all
  • (2024)A Hybrid Escape Room to Foster Motivation and Programming Education for Pre-Service TeachersInternational Journal of Game-Based Learning10.4018/IJGBL.34352514:1(1-17)Online publication date: 15-May-2024
  • (2024)Gamification and Gaming in Cryptocurrency EducationSimulation and Gaming10.1177/1046878123122376255:2(196-223)Online publication date: 10-Apr-2024
  • (2022)How do online learning intentions lead to learning outcomes? The mediating effect of the autotelic dimension of flow in a MOOCComputers in Human Behavior10.1016/j.chb.2022.107306134:COnline publication date: 27-Jun-2022
  • (2022)Design and evaluation of a multi-sensory scaffolding gamification science course with mobile technology for learners with total blindnessComputers in Human Behavior10.1016/j.chb.2021.107085128:COnline publication date: 1-Mar-2022
  • (2021)A Tentative Study of Using the Social Interaction Model to Improve the Effectiveness of Literary Visits and WritingProceedings of the 3rd World Symposium on Software Engineering10.1145/3488838.3488844(30-35)Online publication date: 24-Sep-2021
  • (2021)To Be or Not to Be Stuck, or Is It a Continuum?Proceedings of the ACM on Human-Computer Interaction10.1145/34746565:CHI PLAY(1-35)Online publication date: 6-Oct-2021
  • (2021)Escape the Fake: Development and Evaluation of an Augmented Reality Escape Room Game for Fighting Fake NewsExtended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play10.1145/3450337.3483454(320-325)Online publication date: 15-Oct-2021
  • (2021)‘Go with the flow’ for gamification and sustainability marketingInternational Journal of Information Management: The Journal for Information Professionals10.1016/j.ijinfomgt.2020.10230561:COnline publication date: 1-Dec-2021
  • (2021)Revealing the theoretical basis of gamificationComputers in Human Behavior10.1016/j.chb.2021.106963125:COnline publication date: 1-Dec-2021
  • (2020)The Study of Intention to Learn in Game-Based Learning With a SmartphoneInternational Journal of Distance Education Technologies10.4018/IJDET.202007010218:3(25-41)Online publication date: 1-Jul-2020
  • Show More Cited By

View Options

View options

Get Access

Login options

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media