On-Task and Off-Task Behavior in the Classroom: A Study on Mathematics Learning With Educational Video Games

When performing a task in the classroom, it is essential to place the focus on learning. In the classroom, it is possible to distinguish between time spent by students on-task and off-task. The former is the time in which the student is focused on the learning task; the latter is the remaining time in which they focus on other activities. Understanding the relationship between the two is a concern for teachers, especially for those who teach mathematics and other subjects that are often considered unattractive by students. Given the opportunity afforded by educational video games to motivate and engage math students, an educational drill-and-practice video game was used in this study to practice second-grade arithmetic and study the students' on-task and off-task behavior. We found that when practicing arithmetic using an educational drill-and-practice video game, time on-task decreases during an activity (30 minutes) as well as over the course of the school year (March to December). This study has implications for the length of mathematics classes at schools as well as the need to vary activities during a class.

[1]  Pierre Dillenbourg,et al.  Interpersonal Computers for Higher Education , 2009 .

[2]  Daniel M. Johnson,et al.  Player-Centered Game Environments: Assessing Player Opinions, Experiences, and Issues , 2004, ICEC.

[3]  Young-Kyun Baek,et al.  What Hinders Teachers in Using Computer and Video Games in the Classroom? Exploring Factors Inhibiting the Uptake of Computer and Video Games , 2008, Cyberpsychology Behav. Soc. Netw..

[4]  T. Quandt,et al.  Problematic computer game use among adolescents, younger and older adults. , 2013, Addiction.

[5]  Chris Dede,et al.  Theoretical Perspectives Influencing the Use of Information Technology in Teaching and Learning , 2008 .

[6]  Lih-Juan ChanLin,et al.  Perceived importance and manageability of teachers toward the factors of integrating computer technology into classrooms , 2007 .

[7]  R. Bradley,et al.  Socioeconomic status and child development. , 2002, Annual review of psychology.

[8]  P. Davis-Kean,et al.  The influence of parent education and family income on child achievement: the indirect role of parental expectations and the home environment. , 2005, Journal of family psychology : JFP : journal of the Division of Family Psychology of the American Psychological Association.

[9]  Robert E. Slavin,et al.  Measuring Time-On-Task: Issues of Timing, Sampling and Definition. , 1980 .

[10]  Zhen He,et al.  The effectiveness of adaptive difficulty adjustments on students' motivation and learning in an educational computer game , 2013, Comput. Educ..

[11]  James J. Appleton,et al.  Measuring cognitive and psychological engagement: Validation of the Student Engagement Instrument , 2006 .

[12]  H. Mohay,et al.  The measurement of quality of life in young children. , 2000, Child: care, health and development.

[13]  N. Romm,et al.  Reflections on focus group sessions regarding inclusive education: reconsidering focus group research possibilities , 2015 .

[14]  Jeanne H. Brockmyer,et al.  The Development of the Game Engagement Questionnaire: A Measure of Engagement in Video Game Playing: Response to Reviews , 2009, Interacting with computers.

[15]  Ted R. Urich,et al.  Perceptions of Teachers in South Florida Toward Block Scheduling , 1998 .

[16]  Fethi A. Inan,et al.  Pattern of Classroom Activities during Students' Use of Computers: Relations between Instructional Strategies and Computer Applications. , 2010 .

[17]  Sheng-Chin Yu,et al.  journal homepage: www.elsevier.com/locate/compedu , 2022 .

[18]  Jonathan P. Rowe,et al.  When Off-Task is On-Task: The Affective Role of Off-Task Behavior in Narrative-Centered Learning Environments , 2011, AIED.

[19]  N. Cowan Evolving conceptions of memory storage, selective attention, and their mutual constraints within the human information-processing system. , 1988, Psychological bulletin.

[20]  Marek Hatala,et al.  Does Time-on-task Estimation Matter? Implications on Validity of Learning Analytics Findings , 2016, J. Learn. Anal..

[21]  Andrew K. Przybylski,et al.  A Motivational Model of Video Game Engagement , 2010 .

[22]  R. Schaaf,et al.  DOES DIGITAL GAME-BASED LEARNING IMPROVE STUDENT TIME-ON-TASK BEHAVIOR AND ENGAGEMENT IN COMPARISON TO ALTERNATIVE INSTRUCTIONAL STRATEGIES? , 2012, The Canadian Journal of Action Research.

[23]  Jodi Asbell-Clarke,et al.  Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning , 2016, Comput. Hum. Behav..

[24]  Melvyn H. Lim How Singapore teachers in a pioneer ‘School of the Future’ context ‘deal with’ the process of integrating information and communication technology into the school curriculum , 2015 .

[25]  M. Romero,et al.  Quality of Learners' Time and Learning Performance Beyond Quantitative Time-on-Task , 2011 .

[26]  Linda J. Graham,et al.  Focusing on what counts: using exploratory focus groups to enhance the development of an electronic survey in a mixed-methods research design , 2016 .

[27]  M. Tavakol,et al.  Making sense of Cronbach's alpha , 2011, International journal of medical education.

[28]  Els Kuiper,et al.  Student perceptions of drill-and-practice mathematics software in primary education , 2013 .

[29]  Therese M. Cumming,et al.  Riding the rapids of classroom-based research , 2017 .

[30]  Daphne Bavelier,et al.  Video game play, attention, and learning: how to shape the development of attention and influence learning? , 2014, Current opinion in neurology.

[31]  R. A. Allday,et al.  Effects of teacher greetings on student on-task behavior. , 2007, Journal of applied behavior analysis.

[32]  Karrie E. Godwin,et al.  Off-task behavior in elementary school children , 2016 .

[33]  Jennifer Jenson,et al.  Paying Attention to Attention: New Economies for Learning. , 2004 .

[34]  J. Reeve How students create motivationally supportive learning environments for themselves: The concept of agentic engagement. , 2013 .

[35]  Gavriel Salvendy,et al.  Effects of different scenarios of game difficulty on player immersion , 2010, Interact. Comput..

[36]  Chris Hackley,et al.  Video games and young children’s evolving sense of identity: a qualitative study , 2016 .

[37]  Arthur C. Graesser,et al.  Better to be frustrated than bored: The incidence, persistence, and impact of learners' cognitive-affective states during interactions with three different computer-based learning environments , 2010, Int. J. Hum. Comput. Stud..