The Impact of Choice and Feedback On Learning, Motivation, and Performance in An Educational Video Game
The Impact of Choice and Feedback On Learning, Motivation, and Performance in An Educational Video Game
The Impact of Choice and Feedback On Learning, Motivation, and Performance in An Educational Video Game
Charles K. Kinzer
Daniel L. Hoffman
Selen Turkay
Nilgun Gunbas
Pantiphar Chantes
Tatyana Dvorkin
Apichai Chaiwinij
Reference:
Kinzer, C. K., Hoffman, D., Turkay, S., Gunbas, N., Chantes, P., Dvorkin, T., & Chaiwinij, A. (2012). The
impact of choice and feedback on learning, motivation, and performance in an educational video
game. In Proceedings of the Games, Learning, and Society Conference (Vol. 2, pp. 175-181).
Pittsburgh, PA: ETC.
The Impact of Choice and Feedback on Learning, Motivation,
and Performance in an Educational Video Game
Charles K. Kinzer, Daniel L. Hoffman, Selen Türkay, Nilgun Günbaş,
Pantiphar Chantes, Tatyana Dvorkin, and Apichai Chaiwinij
Teachers College Columbia University, 525 West 120 St., New York, NY 10027
Email: [email protected]
Introduction
Educational video games by definition, regardless of genre or quality, must contain a number of
learning-related variables. Unfortunately, many games intended to educate, currently lack coherent
connections to theories of learning or underlying bodies of research (Shaffer, Squire, Halverson, &
Gee, 2005). This gap between theory and practice has resulted in video games that may be
enjoyable, but do not support academic learning (Barab, Thomas, Dodge, Carteaux, & Tuzun, 2005).
To help reverse this phenomenon, the Games for Learning Institute (G4LI) has urged educational
game designers to distinguish between and consider in their designs three categories of mechanics:
game, learning, and assessment (Plass et al., in press; Plass, Homer, Kinzer, Frye, & Perlin, 2011a).
Literature Review
Game, Learning, & Assessment Mechanics
When carefully designed and implemented, game, learning, and assessment mechanics can work in
concert to create a game experience that is effective both as a play experience and as a
learning/instructional experience.
Perhaps the most familiar concept to game designers is that of the game mechanic, since much has
been written on the topic (see Bjork & Holopainen, 2005; Fullerton, Swain, & Hoffman, 2008; Salen &
Zimmerman, 2004). For the purposes of this study, game mechanics describe the essential game
play activity and are distinct from learning mechanics and assessment mechanics. Well known game
mechanics include leveling, resource management, and turn taking. In contrast, learning mechanics
according to Plass et al. (in press) are grounded in learning theory and describe specialized activities
that have learning as their primary objective. Learning mechanics are theoretical in nature and must
be instantiated in the game space through the use of game mechanics. For example, the well-
documented instructional practice of peer-tutoring (see Topping, 1988), might be incorporated into a
game by requiring players to generate authentic problems to be solved by other players. Similarly,
assessment mechanics are grounded in test theory and are specialized activities that have
assessment as their primary objective (Plass et al., in press). An example, drawing on adaptive
testing theory, is a game that progressively challenges players by adaptively adjusting and setting the
difficulty level based on player performance.
175
Hoyt, 1972). For example, the concept of self-efficacy is the belief in one’s capabilities “to organize
and execute the courses of action required to produce given attainments” (Bandura, 1997, p. 3).
Recently, Leotti, Iyengar, & Ochsner (2010) argued that opportunities to exercise control may be
necessary to foster self-efficacy beliefs. They further assert that “each choice—no matter how small—
reinforces the perception of control and self-efficacy, and removing choice likely undermines this
adaptive belief” (p. 4).
Several researchers have examined the relationship between choice and learning. Zuckerman, Porac,
Lathin, Smith, & Deci (1978) assigned 40 students each to a choice or no-choice puzzle-solving
condition. Individuals in the choice condition reported a greater feeling of control, greater willingness
to participate in another solving session, and spent significantly more time on similar puzzles in a free-
choice period at the end of the experiment. Cordova & Lepper (1996) investigated the effects of
choice on elementary children’s learning within a computer game. Subjects made choices on features
that are not relevant to the pedagogical aspect of the game. The results showed that even minimal
choices produced a significant increase, not only in the participants’ motivation, but also in the depth
of their engagement in learning, as evidenced by a preference for more challenging versions of the
game, the greater use of complex operations, and an emphasis on strategic play. Moreover, the
amount they learned increased, as did their perceived competence and level of aspiration.
This brief overview demonstrates that choice in a game environment might be leveraged to influence
learning, motivation, and in-game performance. For this study, the variable of choice was
operationalized by providing players with a choice as to the non-player character (NPC) that would act
as their “guide” during the game. These NPC guides provided feedback to players in the case of
incorrect answers. Players in the Choice condition (C) could manually select a guide from six potential
NPCs. Players in the Non-choice condition (N) were assigned guides automatically in the same
proportions as those players who selected their own.
Video games, both educational and recreational, are filled with feedback. Many games use visual and
audio feedback to let players know if certain actions have succeeded or failed. Such feedback
communicates, to the player, details about the game’s inner sates and its core mechanics (Adams,
2009, p. 225). In video games, feedback is half of the “circular model of gameplay,” where the
“gamer’s input and the game’s output reciprocally influence each other” (Heaton, 2006).
To operationalize feedback in the studied game, the researchers provided players with one of two
types of feedback: informative or elaborative. The informative feedback was similar to what Kluger
and DeNisi (1996) called “knowledge of results”, which from an assessment perspective, is of little
value as it does not elaborate on why the answer was wrong, just that it was wrong and not the
desired outcome. The second type of feedback was termed elaborative. The goal of the elaborative
feedback was to provide players with more applicable information on what to do to correct an error
when an incorrect answer was submitted.
The first research question focused on the role of player choice in selecting a NPC to serve as an
instructional guide throughout the game. Will giving players control over which character provides
feedback influence learning, engagement, and in-game performance? It was hypothesized that
providing players with choice would positively impact all three variables.
176
The second research question centered on which type of feedback, elaborative or informative, would
have a more positive impact. It was hypothesized that elaborative feedback, which is meant to guide
the player toward the correct solution, would result in higher player motivation, ultimately leading to
better understanding of the instructional material and more efficient in-game performance.
Conversely, informative feedback, which simply confirmed that an answer was incorrect, was
hypothesized to offer little additional value to players, resulting in lower motivation and a reduced
understanding of the instructional material.
A third research question focused on the potential interaction between choice of NPC and feedback
type. If a player is allowed to choose a NPC, but that NPC only gives informative feedback, will the
affordance of choice alone be enough to off-set receiving the presumably less valuable informative
feedback? If so, to what degree will the results be measurable?
Methodology
Table 1: The four experimental groups and the number of participants per condition.
Procedure
The experiment lasted two days, consisting of approximately two instructional periods. The Day 1
session consisted of introducing participants to the project, answering questions, and conducting a
15-minute paper-based pre-test with 21 questions about the game’s educational content (see
standards 4.G, 4.MD, 4.OA, 5.G, 7.G, and 8.G in National Governors Association Center for Best
Practices, 2010). On Day 2, participants were given one 30-minute play session followed by a paper-
based post-test. Students were told that the game consisted of six chapters and the goal was to
advance as far as possible in thirty minutes. Students played individually at computer consoles, with a
pair of headphones and “scratch” paper for note taking. After thirty minutes, students were asked to
exit the game and the paper-based post-test was administered. Students were given approximately
15 minutes to finish the test, which marked the end of the study.
For the experiment, modifications to the original game produced by the G4LI were made. The first
change appeared before participants started playing the game. Depending on experimental group,
players were asked to select a NPC (Choice condition) or auto-assigned a NPC (No-Choice
condition). In both conditions, players were told the NPC guide would “give you hints and tell you how
you’re doing.” Students in the choice condition were given an array of six characters to pick a guide
177
from. These character images were selected from previous G4LI research (Turkay, Hoffman, Gunbas,
& Chantes, 2011) and included three of the most liked and three of the least liked avatars. In the No-
Choice condition, the game automatically assigned players one of the characters from the six made
available in the choice condition.
The other variable manipulated in the game was the type of feedback presented to the player when
an incorrect answer was submitted. This feedback was displayed in a panel that would drop down
from the top of the screen. In this panel, the player would see their “guide”, the character that they
had selected or were assigned, and a speech balloon with text. This text was also spoken by a voice-
over recording that matched the gender of the NPC. In the Informative condition (I), the feedback told
the players what they did wrong. For example, if the player clicked on an angle that was too big, the
NPC would say, “The angle you selected is bigger than 90 degrees.” In the Elaborative condition (E)
the feedback provided information about what the players needed to do to find the correct answer. For
example, if a player clicked on an angle that was too big, the non-player character would say, “For 90
degrees, look for two rays which are perpendicular to each other.” Each piece of feedback was
preceded by a randomly selected preamble, such as “I’m sorry that is incorrect” or “This is not quite
right.” The preambles were the same for both conditions. The panel in which the NPC appeared could
be dismissed at any time by clicking a close button. This feature allowed players to interrupt and
remove the feedback at any time. Players also had the option of repeating the audio feedback by
pressing a button labeled “Repeat.”
Learning Measures
This study used several methods of data collection in assessing the potential gains in learning and
engagement motivation. To test both prior knowledge and post-intervention knowledge, a paper-
based test was designed by the researchers, which covered the topics introduced in the game. The
pre- and post-tests both assessed the participants’ knowledge of angle types (9 questions), angles
within triangles (4 questions), angles within quadrilaterals (2 questions), and the rules concerning
complementary, supplementary and corresponding angles (6 questions).
Motivation Measures
Motivation was measured using in-game questions presented at the end of each chapter. After each
of the six chapters, students were asked to answer five questions about their experience. Using a five
point Likert scale (1 = ”Not at All”; 5 = “Very Much”) students were asked about their engagement in
the game. The five questions included: 1) How much fun was this part of the game?, 2) How difficult
was this part of the game?, 3) How much do you want to continue playing this game?, 4) How
interesting was this part of the game?, and 5) How helpful have your character’s hints been in this
part of the game? Answers to these questions were required in order to proceed to the next chapter.
All answers were recorded in log files.
Performance Measures
In-game performance was recorded using detailed log files kept during game play. These log files
recorded all actions taken within the game environment. This included speed of game play, correct
and incorrect answers, answer attempts, length of time on feedback screens, and more. These files
were subsequently parsed and analyzed to extract data about each participant’s specific in-game
actions.
Results
A preliminary analysis was conducted to ensure the four experimental groups were equivalent in prior
knowledge at the beginning of the experiment. This was done by comparing the pre-test scores of the
four groups. A one-way between-subjects ANOVA found no significant difference between the four
groups.
The researchers’ first question asked whether providing players with a choice of NPC would influence
learning, motivation, and in-game performance. Since the two groups, choice (C) and no-choice (I),
did not differ significantly on their pre-test score, an independent samples t-test was conducted. The
test found no significant difference in the post-test score of the two groups. The next logical step was
to look at whether there was a significant change from the pre-test to the post-test for the two groups.
A paired-samples t-test found a significant change from pre-test score to post-test score for subjects
in the Choice condition (t = 4.043, p < .001). The mean pre-test score for subjects in the choice
178
condition (M = 11.406, SD = 4.860) increased at the post-test (M = 12.906, SD = 5.283). A paired
samples t-test found no significant change from pre-test to post-test for the No-choice group.
Next, the researchers turned to whether or not having a choice of NPC would influence subjects’ self-
reports of engagement. Each question was answered on a five-point Likert-scale (1 = ”Not at All”; 5 =
“Very Much”). The analysis examined responses provided at the end of chapters one through three.
Responses to chapters four through six were not analyzed because not enough players completed
those chapters in the allotted time.
The first question asked players to report the amount of fun they had in the chapter they just
completed. Independent samples t-tests found no significant differences between the C and N groups
at the end of all three chapters. It should be noted, however, that the C group reported higher mean
fun ratings than the N group. These differences were not statistically significant. The second question
inquired about how difficult the chapter was. Independent samples t-tests found no significant
differences between the C and N groups at the end of each of the three levels. The third question was
about the subjects’ desire to continue the game after completing a chapter. No significant difference
was found between the C and N groups at the end of chapter one. A significant difference was found
between the two groups at the end of the second chapter (t = -2.00, p = .047). The C group reported
having a higher desire to continue (M = 4.32, SD = 1.098) compared to the N group (M = 3.88, SD =
1.409). However, no difference was found at the end of chapter three, although the average desire of
the two groups was quite high at the end of this chapter, with the C group reporting the highest desire
to continue (M = 4.51, SD = .952) compared to the N group (M = 4.06, SD = 1.045). A fourth question
asked about subjects’ interest in the game. An independent samples t-test found no significant
differences between the C and N groups at the end of each of the three chapters. The fifth and final
motivation question asked about the perceived helpfulness of the NPC guide. An independent
samples t-test found no significant difference between the two groups at the end of the three chapters
as measured by self-report. However, it should be noted that the C group reported higher helpfulness
scores on average when compared chapter by chapter with the scores reported by the N group;
however, the differences were not statistically significant.
The third aim of this study was whether or not the choice mechanic would influence in-game
performance. Three measures of in-game performance were used: 1) the total number of completed
levels, 2) the total time (in seconds) per level, and 3) the number of incorrect answers submitted for
chapters one, two, and three. An independent sample t-tests found no significant difference in the
total number of levels solved by each group or the average number of seconds spent per level. In
terms of the number of incorrect answers submitted, no significant difference was found between the
two groups after the first chapter. However, a significant difference was found in the second chapter (t
= -0.130, p = .044) with the C group averaging more incorrect answers (M = 24.45, SD = 15.633) than
the N group (M = 24.06, SD = 24.06). No significant difference was found for the third chapter.
The same three research questions were also asked of the assessment mechanic embedded in the
game: informative versus elaborative feedback. To examine how feedback type influenced learning
the researchers first examined whether the two groups differed significantly in their pre-test score. An
independent samples t-test found no significant difference between the two groups. They also did not
differ significantly on their post-test scores. There was, however, a significant change between the
pre-test and post-test score of the E group (t = 3.128, p = .003). A significant change pre-to-post was
also found for the I group (t = 2.086, p = .041). The change between the pre- and post-test between
the two groups was not statistically significant.
The second research question asked if feedback type would influence subjects’ engagement self-
reports. No significant differences were found for any of the measures between the two groups on the
examined chapters one through three.
Finally, three measures of in-game performance were compared across the two feedback groups. No
significant differences were found for the number of levels completed and the average time spent per
level. In addition, no significant differences were found between the two feedback groups as
measured by the number of incorrect answer submitted in chapters one, two, and three.
Thus far, the analysis examined two variables, choice type and feedback type, independently. These
independent analyses show some significance in terms of pre-to-post gains between the C and N
179
conditions. However, no significant difference was found between the informative and elaborative
feedback types. This result suggests that having a choice of NPC character impacts student learning
while feedback type does not. With this in mind, the researchers examined the impact of both
variables using a two-way factorial analysis. The results of this analysis show that when examined
together neither choice nor feedback were significant predictors of students’ learning.
Discussion
The first goal of this study was to provide a concrete example of how educational games can be
thought of in terms of distinct mechanics that work together to create a fun yet educationally valuable
experience. By thinking of games and their effectiveness in terms of game, learning, and assessment
mechanics, educational game designers have more powerful lenses through which to reflect on why
games work or do not. The researchers and the G4LI feel this is a valuable contribution to the field.
The second goal was to examine the effectiveness of two specific candidate mechanics: the learning
mechanic of choice and the assessment mechanic of feedback. The results show that providing
players with a choice of NPC positively influences learning outcomes, as well as aspects of motivation
and in-game performance.
Perhaps the most intriguing finding of the study is that although students in the choice condition
answered statistically more problems incorrectly than the no-choice group, their average reported
interest and desire to continue were higher than the no-choice group. In other words, despite
submitting more incorrect answers, the choice group reported having higher levels of motivation for
the game. This is rather counter-intuitive in that one might expect submitting more incorrect answers
to elicit greater negative affectation. In this case, however, it seems that the choice of NPC offset or
protected against the negative experience of answering incorrectly. This is rich area for further study.
Another important area of discussion is the study’s instantiation of the choice mechanic. Recall that
learning mechanics are by definition theoretical and must implemented concretely within a game’s
ecosystem. The current study chose to do this through the use of a NPC character selection screen
presented before game play began. This is, of course, but one way to instantiate choice; there are
many other possibilities worthy of exploration. How else can the choice mechanic be operationalized
within a game context? Are some instantiations more effective than others? For example, what if
players could choose a new NPC guide at the end of each chapter of the game? How would this
impact learning, motivation, and in-game performance?
Finally, the researchers hypothesized that different types of feedback would influence students’
learning, motivation, and in-game performance; this turned out not to be the case. This does not
mean that feedback cannot or should not be used as an assessment mechanic in educational games.
Indeed, feedback has a long and well-argued history in education. The lack of a significant effect in
this study is likely to have more to do with how the mechanic was operationalized rather than some
inherent issue with feedback itself. For example, perhaps the two types of feedback were not different
enough to elicit any change. Another possibility is that the elaborative feedback simply wasn’t
elaborate enough to help the target audience. Clearly, other explanations exist and more research is
needed to find the best ways to implement feedback into games for learning. The point is that
distinguishing between game, learning, and assessment mechanics is a useful approach to
organizing and implementing iterative games for leaning research.
References
Bandura A. (1997). Self-efficacy: The exercise of control. New York, NY: W.H. Freeman.
Barab, S., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2005). Making learning fun: Quest
Atlantis, a game without guns. Educational Technology Research and Development, 53(1),
86-107.
Bjork, S., & Holopainen, J. (2005). Patterns in game design. Hingham, MA: Charles River Media, Inc.
Adams, E. (2009). Fundamentals of game design. Berkley, CA: New Riders Pub.
Butler, A. C., Karpicke, J. D., & Roediger, H. L., III. (2007). The effect of type and timing of feedback
on learning from multiple-choice tests. Journal of Experimental Psychology: Applied, 13(4),
273–281.
Butler, D. L., & Winne, P. H. (1995). Feedback and self-regulated learning: A theoretical synthesis.
Review of Educational Research, 65(3), 245-281.
180
Collins, B. E., & Hoyt, M. F. (1972). Personal responsibility-for-consequences: An integration and
extension of the “forced compliance” literature. Journal of Experimental Social Psychology,
8(6), 558-593.
Cordova, D. I., Lepper, M. R. (1996). Intrinsic motivation and the process of learning: Beneficial
effects of contextualization, personalization, and choice. Journal of Educational Psychology,
19(88), 715–730.
Dweck, C. S. (1999). Self-theories: Their role in motivation, personality and development.
Philadelphia, PA: Psychology Press.
Eccles, J. S., & Wigfield, A. (1995). In the mind of the actor: The structure of adolescents'
achievement task values and expectancy-related beliefs. Personality and Social Psychology
Bulletin, 21(3), 215-225.
Fullerton, T., Swain, C., & Hoffman, S. (2008). Game design workshop: A playcentric approach to
creating innovative games. Burlington, MA: Elsevier Morgan Kaufmann.
Heaton, T. (2006). A circular model of gameplay. Gamasutra.com. Retrieved from
http://www.gamasutra.com/features/20060223/heaton_01.shtml
Hyland, P. (2000). Learning from feedback on assessment. In P. Hyland & A. Booth (Eds.), The
Practice of University History Teaching (pp. 233-247). Manchester, UK: Manchester
University Press.
Kluger, A. N., & DeNisi, A. (1996). The effects of feedback interventions on performance: A historical
review, a meta-analysis, and a preliminary feedback intervention theory. Psychological
Bulletin, 119(2), 254-284.
Leotti, L. A., Iyengar, S. S., & Ochsner, K. N. (2010). Born to choose: Biological bases for the need for
control. Trends in Cognitive Science, 14(10), 457−463.
National Governors Association Center for Best Practices (2010). Common Core State Standards for
Mathematics. Washington, DC: National Governors Association Center for Best Practices,
Council of Chief State School Officers.
Plass, J. L., Homer, B. D., Kinzer, C. K., Chang, Y. K., Frye, J., Kaczetow, W., Isbister, K., and Perlin,
K. (in press). Metrics to assess learning and measure learner variables in simulations and
games. In M.S. El-Nasr, A. Canossa, A. Drachen, & K. Isbister (Eds.), Game Telemetry and
Metrics: Maximizing the Value of your Data. New York, NY: Springer.
Plass, J. L., Homer, B. D., Kinzer, C. K., Frye, J., & Perlin, K. (2011a). Learning mechanics and
assessment mechanics for games for learning. G4LI White Paper # 01/2011. Version 0.1
September 30, 2011. Available online at g4li.org.
Plass, J. L., Homer, B.D., Hayward, E.O., Frye, J., Biles, M., Huang, T.T., & Tsai, T. (2011b). The
effectiveness of different game mechanics on motivational and educational outcomes in a
middle school geometry game. Submitted for publication.
Salen, K., & Zimmerman, E. (2004). The rules of play. Cambridge, MA: MIT Press.
Shaffer, D. W., Squire, K. R., Halverson, R., and Gee, J. P. (2005). Video games and the future of
learning. Phi Delta Kappan, 87(2), 104-111.
Topping, K. J. (1988). The peer tutoring handbook: Promoting co-operative learning. Cambridge, MA:
Croom Helm Ltd.
Turkay, S., Hoffman, D. L., Gunbas, N., & Chantes, P. (2011). Investigating video game characters as
role models in science, technology, engineering and mathematics. Paper presented at the
Teachers College Educational Technology Conference, New York, NY.
Zuckerman, M., Porac, J., Lathin, D., Smith, R., & Deci, E. L. (1978). On the importance of self
determination for intrinsically-motivated behavior. Personality and Social Psychology Bulletin,
4(3), 443-446.
Acknowledgments
This work was funded in part by Microsoft Research through the Games for Learning Institute.
The content and opinions herein are the author's and may not reflect the views of Microsoft Research,
nor does mention of trade names, products, or organizations imply endorsement. The authors would
also like to acknowledge Murphy Stein who was instrumental, both intellectually and technically, in
creating the original version of Noobs vs. Leets: the Battle of Angles and Lines upon which this
research is based.
181