Elsevier

Computers in Human Behavior

Volume 99, October 2019, Pages 137-143
Computers in Human Behavior

Full length article
Mobile game-based learning in secondary education: Students’ immersion, game activities, team performance and learning outcomes

https://doi.org/10.1016/j.chb.2019.05.020Get rights and content

Highlights

  • Mobile collaborative game-based learning was studied in an urban area.

  • Empathizing with a character was negatively related to learning outcomes.

  • Content authenticity was negatively related to students' spending money wisely.

  • Navigating was negatively related to team performance.

  • Visiting organizations was positively related to team performance.

Abstract

Studies on game-based learning show positive effects, but insights into the relationship between students' game activities and the outcomes of these activities are lacking. In this study of the game “NoCredit, GameOver!®” (NCGO), students' game activities are explored and related to their learning outcomes and performance in the game. Secondary school students used tablets to access virtual information about having debts and to perform tasks in an urban environment. Data were gathered from 181 students who completed questionnaires concerning their game activities in a team, immersion into the game and character assigned to them, and learning outcomes. The extent to which students empathized with the game characters appeared be negatively related to their interest in and knowledge of the subject. In addition, perceived content authenticity was negatively related with students' spending money wisely. Searching the internet with a team was positively related to students’ self-reported spending money wisely. Visiting organizations, which was one of the scheduled game activities, showed a positive relationship with team game performance. Implications for teaching with games and future research are suggested.

Introduction

Educational practices with mobile learning and game-based learning show positive effects on students’ learning achievements, motivation for learning in school and interest in the subject matter that they learn in school (Abdul Jabbar & Felicia, 2015; Furió, Juan, Seguí, & Vivó, 2015; So & Seo, 2018; Sung, Chang, & Liu, 2016; Wilson et al., 2009; Wouters, Van Nimwegen, Van Oostendorp, & Van der Spek, 2013). Mobile learning in schools is mostly applied in environmental education or out-of-class schooling (Chiang et al., 2015). This type of learning with mobile devices with wireless network connections, cameras, RFID readers and GPS (Jeng, Wu, Haung, Tan, & Yang, 2010) expands learning with games from the screen to learning in a mixed-reality environment using urban spaces as a game board. These types of games are called mobile location-based games or urban games when they are played in an urban environment (De Souza e Silva & Hjorth, 2009).

Enabled by technological developments, new possibilities for teaching with mobile games are emerging. However, much information remains to be discovered regarding the processes by which mobile game-based learning cause positive effects (Iten & Petko, 2016). Insights into the relationship between students' activities during a mobile game and the outcomes of these activities still need to be developed. The current case study in secondary education explores students' game activities in a location-based game and examines how these activities are related to students’ learning outcomes and their game performance.

Section snippets

Mobile game-based learning

Mobile or location-based games provide teachers in school the possibility of moving their teaching outside the classroom and connecting their teaching to student learning using meaningful objects and environments outside of the school. Most studies on mobile game-based student learning have focused on the usability of these games for teaching and learning in school settings, on their effects on students' motivation for both learning and the game itself, and on learning from the game (e.g.,

The case: NoCredit, GameOver!®

The game examined in the current study is a serious mobile urban game called “NoCredit, GameOver!®” (NCGO) and is a project and registered brand of Lieve Achten for the ‘[ew32]’ organization (http://www.ew32.be/about/about-ew32-english-version/, [email protected]). The game is designed to offer an interactive learning context about debts and is played in a city using a tablet. The goal of the game is for players to decrease their debts.

Secondary school students played the game in groups of two or

Participants

The participants of this study were 181 students who played the game in the city of Oostende (Belgium). The students (66 males and 115 females) varied in age from 15 to 22 years. Most students (169) were in the fifth to seventh grades from four secondary education schools. The students played the game in teams of two or three students (N = 69 teams). The teachers of the students had signed their students up to play the game. Most students played the game as a part of their secondary education

Students’ learning outcomes

In Table 5, the results for students learning outcomes are summarized. We found a significant difference between Subject knowledge before playing the game (M = 2.23; SD = 0.67) and after playing the game (M = 2.87; SD = 0.56; t(178) = -13.55, p < 0.001). The students showed more subject knowledge after playing the game than before. This can be understood as a large effect (Cohen's d average variance = 1.04, see Cohen, 1988).

A significant difference was also found between Interest in the subject

Discussion

In this study, we examined whether students' learned from a mobile game. In addition, to provide insights into the relationship between students' game activities and the game outcomes, we examined whether students’ immersion in the game and character and team game activities were related to learning outcomes.

Students reported being more interested in the game topic and to knew more about the topic of the game after playing the game than before. No changes were found with respect to their

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