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The Effect of Game-Based Learning on Students’ Learning Performance in Science Learning – A Case of “Conveyance Go”

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Many previous studies have demonstrated that learning motivation and efficiency can be enhanced through educational games, and the recent introduction of enriched gaming elements has made such games increasingly popular. The main purpose of this study was to help elementary school student learn science-related concepts by participating in an educational card game, named Conveyance Go. We then investigated the perceptions of students regarding the integration of the game into science learning as well as the educational benefits of the game with regard to learning performance. A one-group pretest- posttest design was used with eighteen 5th grade students from a single elementary school in northern Taiwan. The students demonstrated positive attitudes toward the use of the educational card game in science learning. Our results also demonstrate the effectiveness of the proposed education card game in improving the students’ scientific knowledge of transport and energy.
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Procedia - Social and Behavioral Sciences 103 ( 2013 ) 1044 – 1051
1877-0428 © 2013 The Authors. Published by Elsevier Ltd.
Selection and peer-review under responsibility of The Association of Science, Education and Technology-TASET, Sakarya
Universitesi, Turkey.
doi: 10.1016/j.sbspro.2013.10.430
ScienceDirect
INTERNATIONAL EDUCATIONAL TECHNOLOGY CONFERENCE
IETC2013
The Effect of Game-Based Learning on Students’ Learning
Performance in Science Learning – A Case of "Conveyance Go"
Eric Zhi Feng Liu
a,b*
, Po-Kuang Chen
a
a
Graduate Institute of Learning and Insruction, National Central University, No.300, Jhongda Rd., Jhongli City, Taoyuan County
32001, Taiwan (R.O.C.)
b
Center of Teacher Education, National Central University, No.300, Jhongda Rd., Jhongli City, Taoyuan County 32001, Taiwan
(R.O.C.)
Abstract
Many previous studies have demonstrated that learning motivation and efficiency can be
enhanced through educational games, and the recent introduction of enriched gaming elements has made
such games increasingly popular. The main purpose of this study was to help elementary school student
learn science-related concepts by participating in an educational card game, named Conveyance Go. We
then investigated the perceptions of students regarding the integration of the game into science learning as
well as the educational benefits of the game with regard to learning performance. A one-group pretest-
posttest design was used with eighteen 5th grade students from a single elementary school in northern
Taiwan. The students demonstrated positive attitudes toward the use of the educational card game in
science learning. Our results also demonstrate the effectiveness of the proposed education card game in
improving the students’ scientific knowledge of transport and energy.
© 2013 The Authors. Published by Elsevier Ltd.
Selection and peer-review under responsibility of The Association of Science, Education and Technology-TASET,
Sakarya Universitesi, Turkey.
Keywords: game-based learning; educational card game; science learning; game design
1. INTRODUCTION
Papert (1991) advocated the promotion of learning through real-life situations and the shaping of
concepts through making. In recent years, many researchers have investigated the effectiveness of digital
technology in the promotion of learning, the process of which is often conducted using games. The
*
Corresponding author.
e-mail address. totem.ncu@gmail.com
Available online at www.sciencedirect.com
© 2013 The Authors. Published by Elsevier Ltd.
Selection and peer-review under responsibility of The Association of Science, Education and Technology-TASET, Sakarya
Universitesi, Turkey.
Open access under CC BY-NC-ND license.
Open access under CC BY-NC-ND license.
1045
Eric Zhi Feng Liu and Po-Kuang Chen / Procedia - Social and Behavioral Sciences 103 ( 2013 ) 1044 – 1051
incorporation of games into education is often more effective than traditional teaching methods in
enhancing learning motivation, active participation, and concentration among students. Furthermore,
games can enhance the social skills of students as well as improve their skills in understanding and
solving problems (Kirikkaya, Iseri, & Vurkaya, 2010).
Game-based learning has recently become an important domain of research. In a review of
articles in seven major SSCI journals associated with technology and learning between 2001 and 2010,
Hwang and Wu (2012) discovered that Taiwanese researchers published 22 articles on game-based
learning, second only to researchers in the US (30 articles) and followed by researchers from the UK (20
articles). These studies focused primarily on the achievements, motivation, and attitude of students
involved in learning various subjects and most of the researchers in Taiwan investigated the issue of
learning achievements (Liu, Lin, Hsiao, Chen et al., 2009). Game-based learning has been applied in
many science-related school subjects. Yien, Hung, Hwang, & Lin (2011) used game-based learning in a
nutrition course, discovering that this approach was more effective in enhancing the learning
effectiveness and attitudes of students than traditional PPT teaching and even influenced their dietary
habits. Using a game similar to Monopoly to teach students about the area of circles (Lin, Liu, Chen,
Liou, Chang, Wu, & Yuan, 2013) and obtained similar results. Through game-based learning, participants
learn more actively and with greater interest, enabling the learned content to leave a deeper impression
than would be possible using conventional methods (Papastergiou, 2009).
Most studies on game-based learning have focused on digital game-based learning. Digital
games provide animated graphics and audio effects as well as immersive stimulation. Lin and Liu (2009)
included game mechanisms in typing practice, inviting learners to beat their rivals. Although the progress
of these learners was not significantly greater than that of learners using conventional teaching
techniques, their typing skills were significantly better than before the experiment. Lin and Liu also
observed that learners in the game mechanism group spent considerably more time practicing typing than
their counterparts in the regular class, thereby demonstrating that multimedia can influence the learning
motivation of students. Chiang, Lin, Cheng, and Liu (2011) explored the influence of various computer
games on the flow experience and positive emotions of students and discovered that violent games did not
induce violent emotions or conduct in students. Moreover, they found that both violent and non-violent
games were capable of eliciting flow experience and positive emotions. As shown in these studies, digital
games can enhance learning motivation and arouse positive emotions in students; however, a digital game
environment cannot provide face-to-face interaction.
In a classroom situation, teacher-student interactions and student-student interactions exert a
profound impact on learning. Unlike interactions in digital games via computers, face-to-face interaction
exposes people to human expressions, physical action, and verbal tones (Billinghurst & Kato, 2002).
Thus, using educational card games as a medium for game-based learning could enhance the direct
interpersonal interaction between teachers and students as well as among students to a degree unmatched
by the sound and audio effects of digital games. This study designed a science lesson using an educational
card game. By handling the cards and moving the character pieces themselves and competing or
cooperating with peers through direct verbal communication, students can interact with one another and
learn happily from within.
In recent years, research on learning with card games has made a substantial contribution to the
discipline. Siegler and Ramani (2008) speculated that a lack of skills in the use of numbers among
children from low-income households might be due to their limited opportunities to play number games
during their childhood. Thus, a series of number card games for children from low-income households
was designed to narrow the differences between poor children and those from middle-income households.
Their results demonstrate that the learning effectiveness of high-priced equipment for digital games can
be matched by using inexpensive or even self-handmade card games. Alexander, Sevcik, Hicks, and
Schultz (2008) designed a card game to teach students the symbols of chemical elements and gain subject
knowledge. Kirikkaya, Iseri, and Vurkaya (2010) designed a card game to assess one’s knowledge of
1046 Eric Zhi Feng Liu and Po-Kuang Chen / Procedia - Social and Behavioral Sciences 103 ( 2013 ) 1044 – 1051
galaxies and space; the game is also applicable in areas other than learning. Through semi-structured
interviews, they discovered that this educational card game not only increased the learning motivation of
students but also assisted them in the formation of higher conceptual abstractions. The use of such a card
game for assessment purposes could help to reduce test anxiety and promote better learning effectiveness.
Using thematic cooperative learning, Huang, Liu, Liu, and Lin (2012) had participants in a teacher
education program divide into groups to design card games with subject knowledge for secondary level
students. Their results showed that the process of designing educational card games significantly
increased self-efficacy.
Few Taiwanese studies have explored game-based learning in the form of educational card
games. It is hoped that the achievements of this study will demonstrate the effectiveness of card games in
promoting interpersonal interaction during the process of learning.
2. Methodology
2.1. Research participants
This study recruited 18 students from an elementary school in northern Taiwan, of which 10
were male and 8 were female. In age distribution, the participants comprise 3 third graders, 2 fourth
graders, 7 fifth graders, and 6 sixth graders.
2.2. Procedure
The total duration of the teaching experiment was 120 minutes. Prior to the formal learning activity,
a 20 minute pre-test was administered to assess science knowledge according to a standard assembled by
the authors. Following the pretest, the participants were randomly divided into groups of 4 or 5 students.
The rules of the game, Conveyance Go, were outlined in a 10 minute explanation. The formal learning
activity with educational card game then proceeded for 60 minutes. After the learning activity, a a post-
test (containing the same questions as the pre-test but reordered) as well as a learning satisfaction
questionnaire were administered. The post-test and questionnaire required 30 minutes for completion.
2.3 Design of science educational card game Conveyance Go
This study referred to the revised Bloom’s Taxonomy established by Anderson and Krathwohl
(2001) as the design standard for the educational card game. In the knowledge dimension of the revised
Taxonomy, knowledge is divided into four levels from concrete to abstract: factual knowledge,
conceptual knowledge, procedural knowledge, and meta-cognitive knowledge. Cognitive processes are
divided into six levels from low complexity to high: remember, understand, apply, analyze, evaluate, and
create. The primary scientific concepts selected for development in the card game were found in the
“Means of Transport and Energy” unit of a fourth grade science text. The subject knowledge was divided
as follows (Chen, Liu, Lin, Chang, Hsin, & Shih, 2012):
1. Remember – Factual knowledge: Pictures and text on the game cards present the appearances and
names of various forms of transport.
2. Remember – Conceptual knowledge: Game cards explain the amount of energy required by each type
of transport.
3. Understand – Conceptual knowledge:
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Eric Zhi Feng Liu and Po-Kuang Chen / Procedia - Social and Behavioral Sciences 103 ( 2013 ) 1044 – 1051
(1) If a given form of transport consumes petroleum products (oil), then the game card will also show a
pollution value, demonstrating the principle that the use of oil produces pollution. Transport modes that
use electricity, wind power, or solar power, do not produce pollution.
(2) Solar power energy cards can be used to replace other energy cards such as oil to demonstrate the
convenience and wide applicability of solar power.
(3) Two types of terrain are included in the game (land and sea) and three forms of transport travel by
land, sea, or air. This helps students to understand the differences among various modes of transport with
regard to their appearance and the environment in which they operate. In the game, ship transports can
only travel by sea, land transports can only travel by land, and aviation transport is not limited by terrain.
This helps students to understand the limitations of each form of transport.
(4) Problem cards require that students group transport modes according to energy source, appearance, or
function. Based on the answers provided by the students, appropriate feedback may be given.
4. Understand – Meta-cognitive knowledge:
(1) Event cards integrate daily environmental concerns (such as vehicle emissions testing) into
the content of the game.
(2) The event cards also include an ‘Oil Crisis’ card. When this card appears, all oil energy cards
are useless, demonstrating that oil depletion will occur someday.
5. Apply – Procedural knowledge: Once the students understand the rules of the game, they can play the
game smoothly according to a given procedure.
6. Analyze – Procedural knowledge: Two strategies are provided to score the games and students may
adjust their tactics according to the circumstances of the game.
7. Evaluate – Meta-cognitive knowledge: During the game, students learn via self-discovery by
evaluating the pros and cons of each transport mode.
In designing the educational card game in this study, we referred to the seven design principles
proposed by Liu (2011): Analyze the traits of the learners and understand their prior knowledge; establish
clear teaching objectives and select appropriate gaming equipment, combine the teaching objectives with
the game content; remember that teaching is the primary goal and that the game is a supplementary tool;
take advantage of game characteristics to arouse student interest; enable students to enjoy learning while
they take control of learning; and periodically assess learning effectiveness and improve teaching.
We also evaluated the game design according to the five indices proposed by Liu and Lin (2009):
Whether the game information is in accordance with the game descriptions of the learners and the game
includes a learning theme; whether the pictures in the game are associated with the learning theme and
can arouse student interest; whether the structure of the game is simple and operations are easy to learn;
whether the overall content of the game is interesting, and include many pictures for presentation; and
whether the game provides instant feedback. By referring to these principles, we ensured that the card
game designed in this study is capable of conveying subject knowledge that is easy to learn and elicits the
interest of participants.
1048 Eric Zhi Feng Liu and Po-Kuang Chen / Procedia - Social and Behavioral Sciences 103 ( 2013 ) 1044 – 1051
2.4 Learning satisfaction scale
We developed a satisfaction scale according to the structure of the technology acceptance model
(TAM) to evaluate the degree to which students accepted the educational card game according to four
constructs: Perceived usefulness, perceived ease-of-use, attitude towards usage, and intention to use
(Davis, Bagozzi, & Warshaw, 1989). Each construct included five question items. To improve scale
validity, we enlisted the aid of three experts (two elementary school science teachers and a scale
development expert), to revise the descriptions in the question items. A pilot test was administered to
twenty students. Reliability analysis of the pilot test results returned a Cronbach's
and remaining
number of question items in each construct after item elimination were
=.84 and 4 items in perceived
usefulness,
=.66 and 3 items in perceived ease-of-use, =.78 and 4 items in attitude towards usage, and
=.63 and 3 items in intention to use. The questionnaire included 14 question items after item elimination,
with a reliability of
=.82. We employed a five-point Likert scale in which the students answered strongly
agree (5 points), mostly agree (4 points), agree (3 points), disagree (2 points), or strongly disagree (1
point) based on their learning satisfaction.
2.5 Science assessment
The primary objective of the science assessment tool was to gauge the comprehension of
elementary school students with regard to scientific concepts associated with transport modes and energy.
The content of the assessment was based on the learning content in the unit. In the development of the
assessment, we referred to problems and questions in textbooks compiled by Ministry of Education and
made revisions according to suggestions provided by three elementary school science teachers. The
assessment included eight true or false problems, six multiple choice problems, and six matching
problems, each contributing points for a total score of 100 points. The assessment was given to the
participants before and after the learning activity, with the problems from the pretest reordered in the
posttest to reduce the effects of repeated exercise.
3. Results
3.1 Acceptance of elementary school students towards educational card game
Mean and standard deviation derived for each construct of the satisfaction scale are presented in
Table 1. The results show that the students exhibited consistently positive responses for all constructs.
Perceived usefulness and intention to use received particularly high scores, indicating that the students
felt they could gain scientific knowledge by learning with the card game and that it was useful to the
learning of science knowledge. These results also show that game-based learning aroused student interest.
The results in future intention to use and perceived ease-of-use show that the students readily accepted
this learning method, felt that it facilitated learning, and hoped to continue using this method in the future.
Table 1 Mean and standard deviation of scores in the student satisfaction scale
Mean Standard deviation
Perceived usefulness
4.14 1.08
Perceived ease-of-use
3.85 1.16
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Eric Zhi Feng Liu and Po-Kuang Chen / Procedia - Social and Behavioral Sciences 103 ( 2013 ) 1044 – 1051
Attitude towards usage
4.00 1.10
Intention to use
3.85 1.21
3.2 Influence of educational card game on science learning achievement among elementary school
students
We performed a dependent sample t-test to examine whether the participants improved in the
science assessment after playing the educational card game. The results indicate that the posttest scores of
the students (M=92.13, SD=8.80) were significantly higher than the pretest scores (M=83.33, SD=11.43)
(t=-3.319, p<0.01), as shown in Table 2. According to these results, we can infer that the scientific card
game designed in this study, Conveyance Go, can assist students in gaining knowledge regarding
transport modes and energy.
Table 2 Results of paired sample t-test on science assessment for elementary students
Mean
Standard
deviation t
Pretest 83.33 11.43
-3.32**
Posttest 92.13 8.80
** p<0.01
4. Discussion
The purpose of this study was to determine whether game-based learning using cards could
assist elementary school students in the acquisition of knowledge related to energy and transport. The
participants displayed positive attitudes toward the use of the science card game and felt that the approach
contributed to learning. The majority of students accepted this learning method and hoped to continue
using this approach in the future. The students also expressed that learning with the educational card
game could assist them to gain scientific knowledge and that the game-based learning method increased
their interest in modes of transport and energy. The pretest and posttest results demonstrate that the card
game significantly increased the student’s scientific knowledge related to energy and means of transport.
These results correspond to the use of digital games in game-based learning in previous studies (Lin et al.,
2013; Papastergiou, 2009; Siegler & Ramani, 2008; Yien et al., 2011). Moreover, the use of the card
game to promote game-based learning also enhanced learning motivation and learning effectiveness.
We suggest that future studies conduct in-depth surveys on student attitudes towards learning
using card games to identify the elements that arouse interest and how knowledge is acquired from
playing games. The authors and the homeroom teachers discovered that following the interactions elicited
by the card game, the students became closer to their teacher and their peers. The students also preferred a
grouped arrangement rather than single separated arrangement in rows. Thus, future studies could conduct
further analysis on the learning process and student-student interaction during educational card games and
1050 Eric Zhi Feng Liu and Po-Kuang Chen / Procedia - Social and Behavioral Sciences 103 ( 2013 ) 1044 – 1051
investigate how they influence game-based learning. Finally, this study focused on science; we suggest
that future researchers create educational card games for other subjects such as English and mathematics.
Acknowledgements
We greatly appreciate the Department of Science Education in the National Science Council for
funding these projects (project no.: NSC 100-2511-S-008-017-MY2, NSC-100-2511-S-008 -006 -MY2,
and NSC-100-2631-S-008-001).
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... In the study conducted by Gülsoy and Uçgun (2013), it was concluded that educational games were effective in the development of students' vocabulary. In the study conducted by Liu and Chen (2013), it was determined that educational card games increased students' knowledge. Rachman, et al. (2019) concluded that Android-based educational games used to explain fruits and vitamins were effective in understanding the types of vitamins in fruits. ...
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