An Evaluation of Player Enjoyment in Game-Based Learning Arithmetic Drills via Racing Game

Arithmetic is the oldest branch of Mathematics which consists the study of numbers, specifically the properties of the basic traditional operations. According to a previous study, most of the users agree that Mathematics is considered as a difficult subject and there is a lack of enjoyment in practicing arithmetic drills. Therefore, this research has developed a racing game named Need for Speed Arithmetic for an enjoyable arithmetic drills experience. The racing game has implemented the Rapid Application Development (RAD) approach as it provided a stable and fast development process which is appropriate in developing the game. In this present study, the focus is on the evaluation of player enjoyment in game-based learning arithmetic drills. The evaluation scale adapted is based on EGameFlow Model which consists of seven dimensions: Immersion, challenge, goal clarity, feedback, concentration, control, and knowledge improvement. The social interaction dimension is excluded because the game is implemented on a standalone platform. The study findings indicate that the combination of gaming element with arithmetic drills in the Mathematics subject provide a sense of enjoyment to students in learning Mathematics through drill activities.

[1]  Meihua Qian,et al.  Game-based Learning and 21st century skills: A review of recent research , 2016, Comput. Hum. Behav..

[2]  Martin Valcke,et al.  Acceptance of game-based learning by secondary school teachers , 2013, Comput. Educ..

[3]  A. Jaafar,et al.  SGameFlow framework: How to experience enjoyment in Serious Game (SG) for Motor Impaired Users (MIU) , 2012, 2012 International Conference on Computer & Information Science (ICCIS).

[4]  Marc Prensky Types of Learning and Possible Game Styles , 2012 .

[5]  K. A. Gafoor,et al.  Why High School Students Feel Mathematics Difficult? An Exploration of Affective Beliefs , 2015 .

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

[7]  Azizah Jaafar,et al.  A user-centered design: Methodological tools to design and develop computer games for motor-impaired users , 2015 .

[8]  Azita Iliya Abdul Jabbar,et al.  Gameplay Engagement and Learning in Game-Based Learning , 2015 .

[9]  Helen Forgasz,et al.  “Mathematics is like a lion”: Elementary students’ beliefs about mathematics , 2017 .

[10]  Youngkyun Baek,et al.  Exploring how individual traits influence enjoyment in a mobile learning game , 2017, Comput. Hum. Behav..

[11]  Azizah Jaafar,et al.  Enjoyable Game Design: Validation of Motor-Impaired User GameFlow Model , 2016 .

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

[13]  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..

[14]  Eric Jamet,et al.  Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness , 2013, Comput. Educ..

[15]  Ioana Boghian,et al.  Teaching the Relevance of Game-based Learning to Preschool and Primary Teachers , 2014 .

[16]  Tutut Herawan,et al.  Exploring Mathematics Anxiety among Engineering students , 2010 .