The evaluation of different gaming modes and feedback types on game-based formative assessment in an online learning environment

This study proposed an online learning system for energy education, modifying the typical rules of tic-tac-toe and incorporating multiple choice tests into the game in order to develop a game-based formative assessment tool for an online learning course. In order to explore how different gaming modes and feedback types in this game-based formative assessment affect knowledge acquisition effectiveness and participation perceptions, a tic-tac-toe quiz game (TRIS-Q) with two gaming modes: single-player online game (SOG) and multi-player online game (MOG), and two feedback types: immediate elaborated feedback (IEF) and no immediate elaborated feedback (no IEF), were developed. A 2(SOG vs. MOG)?×?2(IEF vs. no IEF) between-subject experiment was also conducted to investigate the effects on 109 ninth-grade students from four junior high school classes. The research findings indicated that different gaming modes of TRIS-Q did not affect the effectiveness of knowledge acquisition; providing IEF for each question answered in the game facilitated the enhancement of both energy knowledge acquisition and student tic-tac-toe ability when comparing it with the no IEF type. Additionally, the different gaming modes and feedback types did not affect participation perceptions. A tic-tac-toe quiz game for formative assessment was developed in online learning.Two different gaming modes and two feedback types was developed and investigated.Different gaming modes did not affect the learning effectiveness.Providing immediate elaborated feedback in quiz game was useful to online learners.Most students showed positive attitude toward tic-tac-toe quiz game.

[1]  Fernand Gobet,et al.  Educational benefits of chess instruction: A critical review , 2006 .

[2]  Richard C. Anderson,et al.  Delay-retention effect with multiple-choice tests , 1972 .

[3]  Thomas Buchanan,et al.  The efficacy of a World-Wide Web mediated formative assessment , 2001, J. Comput. Assist. Learn..

[4]  Byron Reeves,et al.  Computer agents versus avatars: Responses to interactive game characters controlled by a computer or other player , 2010, Int. J. Hum. Comput. Stud..

[5]  C. Douglas Wetzel,et al.  The Effectiveness of Games for Educational Purposes: A Review of Recent Research , 1992 .

[6]  Marc Prensky,et al.  Digital game-based learning , 2000, CIE.

[7]  M. Csíkszentmihályi Flow: The Psychology of Optimal Experience , 1990 .

[8]  D. Sadler,et al.  Formative Assessment: revisiting the territory , 1998 .

[9]  John V. Dempsey,et al.  Interactive Instruction and Feedback , 1993 .

[10]  Daniel S. J. Costa,et al.  A web-based formative assessment tool for Masters students: A pilot study , 2010, Comput. Educ..

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

[12]  Bonnie J. F. Meyer,et al.  Web-Based Tutoring of the Structure Strategy With or Without Elaborated Feedback or Choice for Fifth- and Seventh-Grade Readers , 2010 .

[13]  Theodorus Johannes Hendrikus Maria Eggen,et al.  The effectiveness of methods for providing written feedback through a computer-based assessment for learning: a systematic review , 2011 .

[14]  Cheryl I. Johnson,et al.  Adding Instructional Features That Promote Learning in a Game-Like Environment , 2010 .

[15]  Michael K. Thomas,et al.  Making learning fun: Quest Atlantis, a game without guns , 2005 .

[16]  James Dalziel Enhancing web-based learning with computer assisted assessment: Pedagogical and technical considerations , 2013 .

[17]  Bradford S. Bell,et al.  E-learning in Postsecondary Education , 2013, The Future of children.

[18]  Richard C. Anderson,et al.  Delay-retention effect in natural classroom settings. , 1975 .

[19]  James Paul Gee,et al.  What video games have to teach us about learning and literacy , 2007, CIE.

[20]  Kevin Crowley,et al.  Flexible Strategy Use in Young Children's Tic-Tac-Toe , 1993, Cogn. Sci..

[21]  Regan L. Mandryk,et al.  Using psychophysiological techniques to measure user experience with entertainment technologies , 2006, Behav. Inf. Technol..

[22]  Michael J A Reid,et al.  New models for medical education: Web-based conferencing to support HIV training in Sub-Saharan Africa. , 2012, Telemedicine journal and e-health : the official journal of the American Telemedicine Association.

[23]  Alexander Kotov Think Like A Grandmaster , 1971 .

[24]  Charles K. Kinzer,et al.  The importance and use of targeted content knowledge with scaffolding aid in educational simulation games , 2013, Interact. Learn. Environ..

[25]  Herre van Oostendorp,et al.  A meta-analytic review of the role of instructional support in game-based learning , 2013, Comput. Educ..

[26]  S. Shyam Sundar,et al.  "We won" vs. "They lost": Exploring ego-enhancement and self-preservation tendencies in the context of video game play , 2011, Entertain. Comput..

[27]  James M. Boyle,et al.  A systematic literature review of empirical evidence on computer games and serious games , 2012, Comput. Educ..

[28]  Chen-Lin C. Kulik,et al.  The Instructional Effect of Feedback in Test-Like Events , 1991 .

[29]  Carol Jollie,et al.  Web based learning , 2003, BMJ : British Medical Journal.

[30]  Mykola Pechenizkiy,et al.  Adaptation of Elaborated Feedback in e-Learning , 2008, AH.

[31]  H. Mandl,et al.  The effects of cooperative learning and feedback on e-learning in statistics , 2009 .

[32]  Michelle F. Wright,et al.  Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis , 2006 .

[33]  Bartholomäus Wissmath,et al.  Playing online games against computer- vs. human-controlled opponents: Effects on presence, flow, and enjoyment , 2008, Comput. Hum. Behav..

[34]  Lesley A. Gardner,et al.  A web-based learning and assessment system to support flexible education , 2002, J. Comput. Assist. Learn..

[35]  M. Scriven The methodology of evaluation , 1966 .

[36]  M. Csíkszentmihályi Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. , 1990 .

[37]  V. Shute Focus on Formative Feedback , 2008 .

[38]  Tzu-Hua Wang,et al.  Web-based quiz-game-like formative assessment: Development and evaluation , 2008, Comput. Educ..

[39]  Russell G. Almond,et al.  AN ASSESSMENT FOR LEARNING SYSTEM CALLED ACED: DESIGNING FOR LEARNING EFFECTIVENESS AND ACCESSIBILITY , 2007 .

[40]  Diane M Billings,et al.  Distance education in nursing: 25 years and going strong. , 2007, Computers, informatics, nursing : CIN.

[41]  Khalid S. Khan,et al.  Formative self-assessment using multiple true-false questions on the Internet: feedback according to confidence about correct knowledge. , 2001, Medical teacher.

[42]  James E. Driskell,et al.  Games, Motivation, and Learning: A Research and Practice Model , 2002 .

[43]  Charles K. Kinzer,et al.  The design and development of an education-designed massively multiplayer online role-playing game (edd mmorpg) for young taiwanese mandarin-speaking learners learning english vocabulary words , 2011 .

[44]  D. Henly,et al.  Use of Web-based formative assessment to support student learning in a metabolism/nutrition unit. , 2003, European journal of dental education : official journal of the Association for Dental Education in Europe.

[45]  Yuan-Cheng Lai,et al.  Harnessing Collaborative Annotations on Online Formative Assessments , 2013, J. Educ. Technol. Soc..

[46]  R. Dihoff,et al.  The Role of Feedback During Academic Testing: The Delay Retention Effect Revisited , 2003 .

[47]  Jie-Chi Yang,et al.  A Digital Game-Based Learning System for Energy Education: An Energy COnservation PET. , 2012 .

[48]  Jusung Jun,et al.  Understanding E-dropout? , 2005 .

[49]  C J Rowles,et al.  Development of continuing nursing education offerings for the World Wide Web. , 2001, Journal of continuing education in nursing.

[50]  Hsien-Sheng Hsiao,et al.  Exploring the Factors Influencing Learning Effectiveness in Digital Game-based Learning , 2012, J. Educ. Technol. Soc..