Techniques to Motivate Learner Improvement in Game-Based Assessment

Learner motivation to self-improve is a crucial effectiveness factor in all modes and settings of learning. Game-based learning was long used for attracting and maintaining students’ interest especially in small ages, deploying means such as scoring, timing, scores of peers (i.e., hall of fame), etc. These techniques can provide recognition for high-scoring players, while also developing a sense of safe “distance” in the impersonal electronic environment for low-scoring players. In addition, constructive feedback on mistakes a player makes can contribute to avoiding similar mistakes in the future, thus achieving better performance in the game, while constructing valuable new knowledge when a knowledge gap is detected. This paper investigates an integrated approach to designing, implementing, and using an adaptive game for assessing and gradually improving multiplication skills. Student motivation is fostered by incorporating the Open Learner Model approach, which exposes part of the underlying user model to the students in a graphically simplified manner that is easily perceivable and offers a clear picture of student performance. In addition, the Open Learner Model is expanded with visualizations of social comparison information, where students can access the progress of anonymous peers and summative class scores for improving self-reflection and fostering self-regulated learning. This paper also presents the feedback received by the preliminary testing of the game and discusses the effect of assessing multiplication skills of primary school pupils using the adaptive game-based approach on increasing pupil motivation to self-improve.

[1]  Leyland Pitt,et al.  Is it all a game? Understanding the principles of gamification , 2015 .

[2]  Lennart E. Nacke,et al.  Time's up: studying leaderboards for engaging punctual behaviour , 2013, Gamification.

[3]  Gifted Students' Conceptions of Academic Fun: An Examination of a Critical Construct for Gifted Education , 1992 .

[4]  L. K. Gudeva,et al.  Learner motivation and interest , 2012 .

[5]  Cognitive Board on Behavioral,et al.  How People Learn II , 2018 .

[6]  P. Pintrich A Motivational Science Perspective on the Role of Student Motivation in Learning and Teaching Contexts. , 2003 .

[7]  Richard M. Ryan,et al.  On Psychological Growth and Vulnerability: Basic Psychological Need Satisfaction and Need Frustration as a Unifying Principle , 2013 .

[8]  Peta Wyeth,et al.  GameFlow: a model for evaluating player enjoyment in games , 2005, CIE.

[9]  Christopher P. Niemiec,et al.  The development of the five mini-theories of self-determination theory: an historical overview, emerging trends, and future directions , 2010 .

[10]  W. Peng,et al.  Need Satisfaction Supportive Game Features as Motivational Determinants: An Experimental Study of a Self-Determination Theory Guided Exergame , 2012 .

[11]  M. Straatemeier,et al.  Learning multiplication: An integrated analysis of the multiplication ability of primary school children and the difficulty of single digit and multidigit multiplication problems , 2015 .

[12]  Nick Yee,et al.  Motivations for Play in Online Games , 2006, Cyberpsychology Behav. Soc. Netw..

[13]  Robert M. Gagné,et al.  Some Issues in the Psychology of Mathematics Instruction. , 1983 .

[14]  Tony Harries,et al.  REPRESENTING AND UNDERSTANDING MULTIPLICATION , 2007 .

[15]  S. Hidi,et al.  The Four-Phase Model of Interest Development , 2006 .

[16]  Lisa S. Blackwell,et al.  Implicit theories of intelligence predict achievement across an adolescent transition: a longitudinal study and an intervention. , 2007, Child development.

[17]  Nick Yee,et al.  The Labor of Fun , 2006, Games Cult..

[18]  Juho Hamari,et al.  Defining gamification: a service marketing perspective , 2012, MindTrek.

[19]  Juan C. Burguillo,et al.  Using game theory and Competition-based Learning to stimulate student motivation and performance , 2010, Comput. Educ..

[20]  Jim Moshinskie,et al.  How To Keep E-Learners from E-Scaping , 2001 .

[21]  Paula J. Durlach,et al.  Open Social Student Modeling for Personalized Learning , 2016, IEEE Transactions on Emerging Topics in Computing.

[22]  E. Deci,et al.  Self-determination theory: A macrotheory of human motivation, development, and health. , 2008 .

[23]  E. Deci,et al.  The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior , 2000 .

[24]  Tom Caron Learning Multiplication: The Easy Way , 2007 .

[25]  Joseph C. Nunes,et al.  The Endowed Progress Effect: How Artificial Advancement Increases Effort , 2006 .

[26]  E. Deci,et al.  A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. , 1999, Psychological bulletin.

[27]  Russell Gersten,et al.  Number Sense , 1999 .

[28]  Xin Li,et al.  Using Social Psychology to Motivate Contributions to Online Communities , 2005, J. Comput. Mediat. Commun..

[29]  Birgitta König-Ries,et al.  Progressor: social navigation support through open social student modeling , 2013, New Rev. Hypermedia Multim..

[30]  B. Weiner History of motivational research in education , 1990 .

[31]  E. Deci,et al.  Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. , 2000, Contemporary educational psychology.

[32]  Heinz Mandl,et al.  How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction , 2017, Comput. Hum. Behav..

[33]  M. Lepper,et al.  Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. , 1996 .

[34]  Juho Hamari,et al.  Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service , 2013, Electron. Commer. Res. Appl..