Abstract
This paper presents an educational game in mathematics based on an apprenticeship model using a teachable agent, as well as an evaluative study of how the game affects (1) conceptual understanding and (2) attitudes towards mathematics. In addition, we discuss how collaborative and competitive affordances of the game may affect understanding and motivation. 19 students played the game in pairs once a week during math lessons for 7 weeks (the game-playing group) while another 19 students followed the regular curriculum (the control group). Math comprehension scores increased significantly for the game-playing group but not the control group (p < 0.05). However, there was no significant difference in attitude change between the two groups. Post hoc analyses indicated that game-playing primarily affected students’ confidence in explaining math to a peer, but not their enjoyment of doing so. Collaborative and competitive activities seem to carry a strong motivational influence for students to play the game.
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Notes
The reason for this was that the questions should be quick to solve by anyone who has properly grasped the base-ten system. The risk of routine pencil-paper calculations is that one may produce a correct answer without understanding the conceptual basis thereof. The groups were small enough for the two researchers to ambulate and thereby ensure that no student performed pencil-paper calculations.
Correspondingly, the distribution of overall results as well as of scores on the separate questions do not indicate ceiling effects or regression to the mean (so that stronger students would have “no room to learn”).
For the pre-test, it is hard to see why an inclination to guess (rather than skipping the question or making an effort to answer it) would differ between the two groups. Note, however, that we base our analysis on the combination of the pre- and post-tests. On the post-test, it is possible that the two groups differed in their motivation to deal with the questions, so that more students in the game-playing group made an actual effort instead of guessing. Furthermore, if more students in the game-playing group became capable of getting the correct answer on the posttest, then fewer students in the game-playing group would be potential guessers.
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Acknowledgments
Parts of the funding for the presented research comes from Wallenberg Global Learning Foundation (WGLN) and parts from Linköping University, Sweden.
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Appendices
Appendix 1: The math test questions included in the analysis
Appendix 2: The motivation questionnaire (excluding the final, open-ended question, which was not included in the analysis). The scale spans from 0 to 6
Appendix 3: Group-interview questions
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What did you think about playing today?
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How did it go?
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Do you think the agents learn anything?
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How do you know that they learn?
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Is this a game where you compete or where you collaborate?
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Pareto, L., Haake, M., Lindström, P. et al. A teachable-agent-based game affording collaboration and competition: evaluating math comprehension and motivation. Education Tech Research Dev 60, 723–751 (2012). https://doi.org/10.1007/s11423-012-9246-5
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DOI: https://doi.org/10.1007/s11423-012-9246-5