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Uncovering Gender and Problem Difficulty Effects in Learning with an Educational Game

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A prior study showed that middle school students who used the educational game Decimal Point achieved significantly higher gain scores on immediate and delayed posttests of decimal understanding than students who learned with a more conventional computer-based learning tool. This paper reports on new analyses of the data from that study, providing new insights into the benefits of the game. First, females benefited more than males from the game. Second, students in the game condition performed better on the more difficult intervention problems. This paper presents these new analyses and discusses why the educational game might have led to these results.
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Uncovering Gender and Problem Difculty
Effects in Learning with an Educational Game
Bruce McLaren
1(&)
, Rosta Farzan
2
, Deanne Adams
3
,
Richard Mayer
4
, and Jodi Forlizzi
1
1
Carnegie Mellon University, Pittsburgh, PA, USA
bmclaren@cs.cmu.edu
2
University of Pittsburgh, Pittsburgh, PA, USA
3
University of Notre Dame, South Bend, IN, USA
4
University of California, Santa Barbara, Santa Barbara, CA, USA
Abstract. A prior study showed that middle school students who used the
educational game Decimal Point achieved signicantly higher gain scores on
immediate and delayed posttests of decimal understanding than students who
learned with a more conventional computer-based learning tool. This paper
reports on new analyses of the data from that study, providing new insights into
the benets of the game. First, females beneted more than males from the
game. Second, students in the game condition performed better on the more
difcult intervention problems. This paper presents these new analyses and
discusses why the educational game might have led to these results.
Keywords: Educational games Mathematics learning Educational data
mining
1 Introduction
Research is still needed to determine the conditions under which game-based learning
can be effective [1]. A meta-review of over 1000 educational game studies advises that
more value-added studies of educational games be conducted, that is, research that
carefully identies the features and conditions that lead to the successes and failures of
educational games [2]. This paper is a step in that direction. Using a successful edu-
cational game, Decimal Point, we investigate the conditions that lead to learning. In a
prior study Decimal Point was shown to lead to more learning and was more enjoyable
to students than a more conventional computer-based learning tool [3]. In this paper,
we report on new analyses that shed light on who benetted from the game and under
what conditions.
Decimal Point (Fig. 1) is a single-player game based on an amusement park
metaphor, targeted at middle-school students learning decimals. Students play a series
of mini-games in different theme areas of the amusement park that are targeted at
decimal misconceptions. There is no scoring and no leader board; students simply
make their way through the park and are congratulated upon nishing.
©Springer International Publishing AG 2017
E. Andréet al. (Eds.): AIED 2017, LNAI 10331, pp. 540543, 2017.
DOI: 10.1007/978-3-319-61425-0_59
The Space Raidermini-game of Fig. 2is targeted at the common misconception
in which students think longer decimals are larger than shorter decimals (e.g.,
0.634 > 0.82). The student tries to shoot the alien ships in the requested order (i.e.,
smallest to largest). If they make mistakes, they are prompted to correct their solution
by dragging and dropping the decimals to the correct sequence. The various
mini-games challenge students with other types of decimal problems, as well, including
placing a point on a number line and adding decimals. After playing a mini-game and
correctly solving the problem, the student is prompted to explain his or her solution [4],
by choosing possible self-explanations from a multiple-choice list.
As a comparison to the game, students use a conventional, non-game version of the
decimal instructional materials that employs a more standard user interface for solving
decimal problems. As with the mini-games, after solving a problem the student is
prompted to explain his or her solution in the same way that the mini-games prompt
students for self-explanation.
A classroom study of Decimal Point is presented in [3]. The study involved more
than 150 sixth grade students at two schools, comparing students who played the
Decimal Point game to learn decimals with students who learned decimals with the
more conventional computer-based learning tool. The same 48 decimal problems were
presented to students in the same order across the conditions, except that students in the
game condition solved problems using the mini-games, while students in the non-game
condition solved the problems using the conventional instructional software. Students
in both conditions took a pretest, posttest, and delayed posttest (comprising 61 items).
A survey, completed after the intervention, had 11 5-point Likert scale questions
(Strongly agree(1) to Strongly disagree(5)) related to the categories of Lesson
Enjoyment, Ease of Interface, and Feelings of Math Efcacy. Summary of the results
[3]: students in the game condition learned signicantly more and had signicantly
more positive feelings about their experience. Also, low prior knowledge learners
beneted signicantly more from the game.
Fig. 1. Map of the Decimal Point game Fig. 2. The Space Raidermini-game
Uncovering Gender and Problem Difculty Effects in Learning 541
2 Exploring Gender and Problem Difculty Effects
In this work, we raised new research questions and conducted new analyses of the data
from our prior study. RQ1: Is the learning benet of playing the Decimal Point game
more, less, or the same for female students as for male students? RQ2: Did the
Decimal Point game lead to students performing better, and potentially learning more,
from the more difcult problems in the intervention? We wondered whether females, in
particular, might benet from the game. One could argue that games are more likely to
benet males who more frequently identify themselves as gamers and are more fre-
quent game players [5]. Yet, there is evidence that gender does not play a role,
especially when games rely on fostering intrinsic motivation [6]. It is also important to
understand how games facilitate learning of more complicated materials. As the dif-
culty level of problems grows, engagement with the materials might drop. Thus,
engagement might be more important for difcult problems. Games could help by
providing a more engaging way to grapple with difcult problems.
157 students participated in the study with the gender distribution as follows:
Game (70) 39 females, 31 males; Non-Game (87) 49 females, 38 males.
To address RQ1 we conducted a regression analysis to predict the relationship
between the intervention and learning outcomes for female vs. male students. The
results of the main effect in the regression model conrmed the prior learning results
cited above. The results for immediate and delayed posttests by gender are summarized
in Fig. 3(a) and (b). In terms of both immediate posttest and delayed posttest, there is a
signicant interaction effect of game condition with gender.
Even though both male and female students performed signicantly better under the
game condition on the immediate posttest, the effect size for the female students is
higher (d= .59 vs. d= .39). For the delayed posttest, while male students did not
perform differently with or without game, female students performed signicantly
better under the game condition (d= .71).
To address RQ2,werst conducted a subjective evaluation with 3 middle school
math teachers of problem difculty. The teachers rated the 48 intervention problems on
a 5-point Likert scale: 1 - Very Easy;5-Very Difcult. Using this data, we judged
(a) Immediate posttest (b) Delayed posttest
Fig. 3. Interaction effect of game with gender on learning outcomes
542 B. McLaren et al.
a problem as difcult if the average
rating of the 3 teachers was above 3, and
easy if the average rating was less than
or equal 3. 27 of the problems were
judged as easy, 21 as difcult. To then
assess the impact of the game on dif-
cult vs. easy problems, we conducted a
regression analysis of the relationship
between the intervention conditions on
the number of errors students made on
each problem.
There is a signicant interaction of the game condition and the difculty level of the
problem on the number of errors students make at the problem level. The interaction
effect is presented in Fig. 4. For the easy problems, the game does not inuence the
number of errors the students make; however, for difcult problems, the game leads to
students making signicantly fewer errors (d= .09).
Our new data analyses answered our two new research questions. First, females
beneted more from the game than males. This result may be related to the fact that
game achievement is not a focus of Decimal Point. Prior research suggests that male
players can be particularly attracted to games of achievement, while achievement does
not appear to be a key factor in engaging female players [7]. Second, the game appears
to have made difcult problems more tractable, as the game group made signicantly
fewer errors on the difcult problems in the intervention than the non-game
group. Better performance on the difcult problems may be a result of students
higher level of engagement with the game. Games may be a way to engage students in
continuing to higher levels of mastery, even in the face of difcult problems.
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Fig. 4. Interaction of difculty level of problem
with number of errors on each problem
Uncovering Gender and Problem Difculty Effects in Learning 543
... Digital learning games are instructional platforms that allow students to both engage playfully and learn (Gee, 2007;Mayer, 2014Mayer, , 2019. In recent studies, some learning games have been shown to be more effective for girls than for boys, both in terms of learning and affective outcomes (Arroyo et al., 2013;McLaren et al., 2022;McLaren, Farzan, et al., 2017;Nguyen et al., 2022). These results suggest that games may be particularly effective for reducing gender disparities in math outcomes, including lower levels of motivation and math self-confidence among girls compared to boys (Else-Quest et al., 2010;Reilly et al., 2019). ...
... Our current work explores these questions through studies with the digital learning game Decimal Point, which teaches decimal numbers and operations to middle school students . While Decimal Point has been the subject of many classroom studies over the past 10 years, studies that have explored a variety of gamebased learning questions, one highly consistent finding that emerged across studies is that girls have learned more than boys from the game after using Decimal Point to learn decimals McLaren, Farzan, et al., 2017;Nguyen et al., 2022). ...
... Prior studies have shown that girls learn more from Decimal Point than boys McLaren, Farzan, et al., 2017;Nguyen et al., 2022), and we expect to replicate this effect. If girls are benefitting from the game because they enjoy the game narrative more than boys, then we predict that boys and students with more masculine-typed characteristics will learn more than girls and students with more feminine-typed characteristics in Ocean Adventure, which was specifically designed to be more appealing to boys. ...
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... Compounding this issue, many studies have not considered whether digital learning games work in the same ways (and with comparable effectiveness) for different sub-groups of overall student populations. Though some studies have looked at whether games work equally well for different groups (e.g., female vs. male students- Papastergiou, 2009;Chung & Chang, 2017;McLaren et al., 2017b;Tsai, 2017; students of different races- Shin et al., 2012;Kao & Harrell, 2015), this remains a small proportion of the studies on learning in games. Furthermore, as noted by Dele-Ajayi et al. (2018), only a small number of the studies that do check for differences in learning or engagement in terms of student group membership continue on to explicitly investigate why and how these differences are seen. ...
... Given the influence of design features on the choice to game the system, and Decimal Point's overall effect on the prevalence of gaming, there is some reason to anticipate gender differences in gaming the system within Decimal Point. In fact, Decimal Point has led to consistently better learning for female students than male students McLaren et al., 2017bMcLaren et al., , 2022bNguyen et al., 2022). One possible hypothesis is that this may be because female students are more engaged-and thus may game the system less often-than male students when playing Decimal Point. ...
... Research on gender differences in digital learning game outcomes has shown mixed results, with an overall pattern suggesting female students benefit more. Female students have been shown to enjoy learning games more (Adamo-Villani et al., 2008;Chung & Chang, 2017), to be more likely to find a learning game worth playing (Joiner et al., 2011), and to achieve better learning outcomes (Khan et al., 2017a;Klisch et al., 2012;McLaren et al., 2017b;Nguyen et al., 2022;Tsai, 2017). However, other studies report no gender differences in outcomes (Chang et al., 2014;Clark et al., 2011;Dorji et al., 2015;Manero et al., 2016;Papastergiou, 2009). ...
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... The Decimal Point students also reported enjoying their experience significantly more than the tutored students, according to a post-game questionnaire. An analysis of learning outcomes by binary gender identity revealed that girls learned significantly more from the game than boys [18]. We subsequently performed experiments with different versions of the game and consistently uncovered the same finding: girls learned significantly more from the game than boys regardless of alterations [3,19]. ...
... In other words, if the self-explanation step in the game was creating the gender effect, then we would no longer expect to see a gender difference in the game when self-explanation was removed. We did not expect to see a gender difference in the non-game platform, regardless of the presence or absence of selfexplanation prompts, as prior research revealed no gender differences in the nongame [18]. ...
... Second, we failed to replicate the gender effect on learning outcomes, although we replicated results showing that boys outperformed girls on the pretest. Girls have learned more than boys across many previous studies with Decimal Point, although this was not the case in the non-game tutor [3,18]. We are unsure why this result failed to replicate in the game condition with self-explanation. ...
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... While conducting a study exploring the use of different types of prompted self-explanation in the context of a digital learning game, Decimal Point , we also investigated whether the game led to gender differences, as found in prior studies with the game (McLaren, Farzan, et al. 2017;Nguyen et al., 2022). Prompted self-explanation is used to promote learning by encouraging students to self-explain what they are studying or how they have solved a problem (Wylie & Chi, 2014). ...
... This question is motivated by the consistent gender effect that has been uncovered in prior studies with Decimal Point, regardless of how we have altered the game intervention (McLaren, Farzan, et al. 2017;Nguyen et al., 2022). Thus, as in these earlier studies, we hypothesized for the present study that female students would learn more than male students from playing the Decimal Point game. ...
... Why do female students consistently benefit more from the Decimal Point game than male students? In prior work, we suggested that Decimal Point, which doesn't display scores or otherwise stress math achievement or competition, may have engaged female students more than male students (McLaren, Farzan, et al., 2017). Some prior work has suggested that male students may be more engaged with achievement-and competitionoriented games (Dele-Ajayi et al., 2018). ...
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Chapter
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A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.
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: This paper discusses three often-overlooked characteristics of educational multimedia systems that are important for human-computer interaction (HCI) researchers: (a) learning environments have very different goals and approaches than do workplace environments, so HCI research must investigate issues within the context of learning; (b) what works for adults will not necessarily work for children, so HCI research must develop usability guidelines that are appropriate for children; (c) girls and boys interact differently with technology, so HCI research must understand how each gender interacts with computers. We illustrate each of these issues with examples from our own research and explain how the characteristics of educational multimedia systems can lead to computing environments that do not hinder children's learning and do not exclude any children on the basis of gender. Keywords: Human-Computer Interaction (HCI), children, learning, education, gender, educational multimedia, int...
Teens, Technology and Friendships
  • A Lenhart
  • A Smith
  • M Anderson
  • M Duggan
  • A Perrin
Lenhart, A., Smith, A., Anderson, M., Duggan, M., Perrin, A.: Teens, Technology and Friendships. Pew Research Center (2015)