The purpose of this study was to attempt to develop a personalized educational computer game based on the learning style theory. The games were designed using the sequential-global dimension of the Felder-Silverman learning style.
The purpose of this study was to attempt to develop a personalized educational computer game based on the learning style theory. The games were designed using the sequential-global dimension of the Felder-Silverman learning style.
The purpose of this study was to attempt to develop a personalized educational computer game based on the learning style theory. The games were designed using the sequential-global dimension of the Felder-Silverman learning style.
Hwang, G., Sung, H., Hung, C., Huang, I., & Tsai, C. (2012). Development of a Personalized Educational Computer Game Based on Students' Learning Styles. Educational Technology Research And Development, 60(4), 623-638.
Introduction
The development of a personalized educational computer games has played a major role in the area related to 21 st Century learning. Many educational computer games work to help learners develop their own knowledge and gain new abilities in different content areas. The purpose of this particular study was to attempt to develop a personalized educational computer game based on the learning style theory.
The study was conducted by using a personalized role playing game that was developed by Enterbrain Incorporation. The games were designed using the sequential-global dimension of the Felder-Silverman learning style. This learning style takes in to account the interaction and the presentation features of computerized learning such as role playing games. The game is designed around an ancient kingdom where the people are infected with poison through the river water. Students play the role of the king as they set out to find plants that can cure his kingdom. The students are given formative assessments disguised as tests the king must pass during his quest.
Each class used the identical learning materials in the two versions of the role playing game. The difference between the two versions is how they were given the material. The control class was given the role playing game to use. However, their individual learning styles were not taken into account. While the experimental group was given the same role playing game, only this group was given the role playing game that matched their individualized learning styles. The two styles of learners that were taken into consideration were the sequential style learners who think linearly and work in small steps and the global style learners who think holistically about problems and information.
The sequential style students have to work step by step through the learning missions. They have to finish one before moving on to another. The global style gives this type of learner more control with a mission map. This type of interface allows the students to decide for themselves where they want to go and in which order they wish to complete the missions in. Both classes participating in the study were given the same learning content and equal amounts of information about content and tasks. The challenges for each class were created equally without consideration of learning style.
The students were part of two separate classes of fifth graders in an elementary school in Taiwan. There were forty-six students total who participated in the study. One class was designated as the experimental group and the other as the control group. The experimental class had twenty-four students and used the personalized educational computer game that was designed for with each of their learning styles taken into consideration. The control group has twenty-two students who were given the identical role playing game that did not meet their learning styles.
There was several research tools used to assist in keeping the test from being compromised by outside factors. Those tools were the Index of Learning Styles (ILS) Questionnaire, a pre-test, a post-test, the KR20 analysis, the Questionnaire of Learning Motivation, and the Technology Acceptance Questionnaire.
The ILS was developed by Soloman and Delder and was based of the learning styles from researchers Felder and Silverman. The students responded to several statements in 11 items during the course of the questionnaire. Then, each class took the pre-test that related to prior knowledge of the subject. Next, the two classes took the learning motivation questionnaire. It was used because it measured motivational and self-regulated learning and academic performance components. This was followed by the technology acceptance questionnaire which was used to measure the technology acceptance levels of subjects with similar geographic and academic backgrounds.
For this study all of the items were reviewed by two experienced teachers and three similar elementary school students to make sure that what was on the game was understandable for those students participating in the study.
The experiment procedures were that both classes took a two-week course about the topic of plants. At the beginning of the activity, they took the learning style measure, pre-test, and the learning motivation questionnaire. During the activity, the students in the experimental group using the role playing game designed with their learning style taken into consideration, while the control group used the same set learning style. After the activity the students took the post-test, and the learning motivation and technology acceptance questionnaire. The each class of students had a total of 60 minutes to complete the learning mission. At which time the test was complete.
The findings of the pre-test showed that no significant difference between the two groups existed and they were equal prior to the study. The primary finding though was that students with the personalized educational role playing game had significant learning than the control group. The results of the study also found that the students who had used the personalized game showed that it had the most significant impact on improving the students learning motivation. The results of this study also showed that students learning motivation when learning using computer games can be significantly increased when taking into consideration the students learning style.
This study also identified some limitations were more experimentation will be useful to use these findings in other content areas. There are other environmental conditions that effect students that will need to be taken in consideration during further studies. Some of these conditions include prior knowledge, online learning behaviors and beliefs.
If I were going to conduct a follow on study related to this type of educational computer game based learning I would look to make the study broader in content areas, as well as, length of time the study would cover; possibly a larger piece of the school year. The current study was competed during a 60 minute window on one subject.
Critique
In this study, the researchers attempted to use game-based learning that was personalized to an individuals learning style using Felder-Silvermans sequential and global learning styles to show that it would improve the learning achievement of the students. There were three research questions proposed at the onset of the study. The first question was based on the students having personalized game-based learning having better learning achievements than those who didnt. The second questions given the same personalized game-based learning having students who showed higher learning motivation toward science learning that those who didnt. The last question was what students feel about using the personalized game-based learning based on ease of use and perceived usefulness. Each question had a research tool to support them during the study. I found that each question was answered accurately and with substantial data supporting their findings.
The literature that accompanied the study was extensive and diverse. The researchers included studies that covered a broad range of the use of educational games. Everything from business simulation games to studies on the importance of the development of childrens cognition and social processes. It has research that supported the effects of educational computer games in mathematics skills, as well as, multiplayer games based on the activity theory.
The five researches contributed a great deal of time and energy into this study as evident through the use of so many experimental tools that supported every step of the process. The study was well organized with enough information given about the important details without becoming too wordy on the subject. The study in my opinion was well written and a model for researchers to follow in follow on studies similar to this one. I believe anyone interested in game-based learning even though it was conducted in Taiwan could easily understand the intended use and the overall outcomes of the study.
After working with this study I will be able to seamlessly apply it to our group research project because it directly relates to the topic at hand. It has given me numerous ideas about game-based learning approaches to educational environments. This study clearly shows that game-based learning given the right parameters can help students achieve individual goals based on their needs. The methods that were used to test the students and the design of the study is what I found to help me the most.
At the end of the report, the researchers used the post-test, learning motivation post- questionnaire, and gathered the students feedback on the perceived usefulness and ease of use while using the educational learning game. All three of these tools were used to show that the study was successful and that what the researchers had set out to prove was correct. The study described the findings both with data from the reports and through a discussion about their finding and conclusions as to why it worked and where they would go from for future studies. The researchers used an explicit theory to test how the development of a personalized educational computer game based on students learning styles could benefit educators in science. The research questions were simple and straight forward and easily understood when read. They supported the questions with facts and reported on the finding of those experiment tools used during the research.
Conclusion
Given that I am an educator in an elementary school. I see the value of game-based learning in the classroom both for individual gains of my students and as a whole such as the research conducted in this study. Our students are coming to us with more and more basic understanding of computer concepts than ever before. Although, that base of students still has a broad range of these 21 st Century skills that the ICT spoke to in my last critique, for the most part many can log in to a computer using a user name and password given to them by me. They can navigate to the search bar and find generally what they are looking for from memory. They really just need to see it once or twice and they have it. I think with this type of learning environments students can be even more engaged into their own learning based on their learning styles.
Although, I read an article that dealt with technology and the expense that comes with developing good educational games such as the one use in this research. I personally feel the pinch when programs get cut or the district decides not to renew a game-based software program. So, as good as this study was conducted we as educators still face new challenges of budgetary constraints. The study was very useful to me because it showed me some hard evidence and data that supported what I had thought it would show before reading the research. I would like to set up my own research in my classroom and see where it takes me.
Some of the new information that this research study showed me was the different types of questionnaires that could be used in the classroom while conducting research. I would like to know more about these questionnaires and what grade levels they are typically used for and if they are applicable in the United States as the research was conducted in Taiwan.