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Uncovering Gender and Problem Difficulty
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 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.
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 identifies 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 benefitted 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 finishing.
©Springer International Publishing AG 2017
E. Andréet al. (Eds.): AIED 2017, LNAI 10331, pp. 540–543, 2017.
DOI: 10.1007/978-3-319-61425-0_59
The “Space Raider”mini-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 Efficacy. Summary of the results
[3]: students in the game condition learned significantly more and had significantly
more positive feelings about their experience. Also, low prior knowledge learners
benefited significantly more from the game.
Fig. 1. Map of the Decimal Point game Fig. 2. The “Space Raider”mini-game
Uncovering Gender and Problem Difficulty Effects in Learning 541
2 Exploring Gender and Problem Difficulty Effects
In this work, we raised new research questions and conducted new analyses of the data
from our prior study. RQ1: Is the learning benefit 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 difficult problems in the intervention? We wondered whether females, in
particular, might benefit from the game. One could argue that games are more likely to
benefit 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-
ficulty level of problems grows, engagement with the materials might drop. Thus,
engagement might be more important for difficult problems. Games could help by
providing a more engaging way to grapple with difficult 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 confirmed 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
significant interaction effect of game condition with gender.
Even though both male and female students performed significantly 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 significantly
better under the game condition (d= .71).
To address RQ2,wefirst conducted a subjective evaluation with 3 middle school
math teachers of problem difficulty. The teachers rated the 48 intervention problems on
a 5-point Likert scale: 1 - “Very Easy”;5-“Very Difficult”. 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 difficult 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 difficult. To then
assess the impact of the game on diffi-
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 significant interaction of the game condition and the difficulty 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 influence the
number of errors the students make; however, for difficult problems, the game leads to
students making significantly fewer errors (d= .09).
Our new data analyses answered our two new research questions. First, females
benefited 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 difficult problems more tractable, as the game group made significantly
fewer errors on the difficult problems in the intervention than the non-game
group. Better performance on the difficult 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 difficult problems.
References
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promotes mathematics learning more than a conventional approach. Int. J. Game Based Learn.
(IJGBL) 7(1), 36–56 (2017). doi:10.4018/IJGBL.2017010103
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Fig. 4. Interaction of difficulty level of problem
with number of errors on each problem
Uncovering Gender and Problem Difficulty Effects in Learning 543