Engaging Children With Educational Content Via Gamification: Research Open Access
Engaging Children With Educational Content Via Gamification: Research Open Access
Engaging Children With Educational Content Via Gamification: Research Open Access
* Correspondence: nilufar.baghaei@
op.ac.nz Abstract
1
Department of Computer Science,
Unitec Institute of Technology, Gamification is the application of game mechanisms in non-gaming environments
Auckland, New Zealand with the objective of enhancing user experience. In this paper, we investigate the
2
Department of Information effectiveness of gamification in educational context, i.e. teaching numeracy at a
Technology, Otago Polytechnic
Auckland International Campus primary school level. We study the appealing characteristics of engaging computer
(OPAIC), Auckland, New Zealand games from children’s point of view, and investigate whether embedding the
Full list of author information is proposed characteristics into an educational tool enhances children’s learning. The
available at the end of the article
main characteristics we identify are levels of difficulties, feedback from the current
level, and graphical presentation. They were then embedded into a Java-based open
source programme based on “Who wants to be a millionaire” TV show, with the aim
of teaching children numeracy (level 5 New Zealand curriculum). Two versions were
created: feature enriched game (FEG) with all the features enabled and feature
devoid game (FDG) with no extra features. We present the results of an evaluation
study done with primary school children (n = 120) over a period of two weeks. The
effectiveness of the educational tool was measured using a pre-test and a post-test,
as well as other indicators such as the frequency and duration of interaction. Results
show that the FEG version was more effective in enhancing children’s learning and
they found it more engaging.
Keywords: Designing educational tool, Computer game, Children, Learning,
Engagement, Gamification
Introduction
Concerns over computer-based games having negative impacts on children and their
interaction with the society are increasing, especially the effect of violent themes con-
tained in a large proportion of games and the effect of extended periods of game play-
ing and over stimulation of children ( Walsh & Gentile, 2008; Shokouhi-Moqhaddam et
al. 2013). Other studies have looked at the positive outcomes of games when they are
used as a source of information and for enhancing children’s learning (Mitchell and
Saville-Smith, 2004; Chen et al. 2011; Baghaei et al. 2016; Yusoff et al. 2018). Computer
games have intrigued a lot of researchers because of their potential to entice and engage
the player’s attention for extended periods of time (de Freitas 2018).
There are certain attributes of computer games which contribute to how well they
are received by the players. Designers of educational tools can aim to integrate these
attributes to maximise the tool’s effectiveness in increasing learning outcomes, level of
engagement and motivation. Gamification is the application of game-design elements
© The Author(s). 2019 Open Access This article is distributed under the terms of the Creative Commons Attribution 4.0 International
License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium,
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indicate if changes were made.
Nand et al. Smart Learning Environments (2019) 6:6 Page 2 of 15
principles in non-game contexts (De-Marcos, et al. 2014; Robson, et al. 2015; Nehring
et al. 2018). It employs game design elements to achieve different goals including im-
proving user engagement (Hamari, 2015; Nehring et al. 2018), user behaviour (Reddy,
2018), organizational productivity (Zichermann & Cunningham, 2011) and learning
(Denny, 2015; Gooch et al., 2016; Cózar-Gutiérrez, et al. 2016). Gamification has been
shown to increase learners’ engagement with course materials and improve their motiv-
ation, learning participation and collaboration (Denny, 2015; Dicheva et al. 2015; Nehr-
ing et al. 2018).
According to Prensky (2001) a prerequisite of successful learning is motivation. He
argues that a lot of what is in the curriculum is not motivating for students these days.
Yet the same children are motivated and excited to play video games for long duration.
What is notable according to Prensky (2001) is that some children’s attitude toward
video games is the opposite of the attitude they have toward learning in schools. One
way of getting children motivated is to design educational tools which are as engaging
and motivating as popular commercial games. These tools can be integrated with the
curriculum to enhance children’s motivation and learning.
The aim of this research project is to extract the characteristics of popular commer-
cial games which are able to engage and motivate players, and embed those characteris-
tics in an engaging educational tool. Our main research question is “what are the main
characteristics of effective computer games that engage a player for such long periods?”
This paper seeks to explore and examine those characteristics and to design engaging
educational tools, based on those characteristics. The proposed educational tools aim
to be used in primary school curriculum.
We begin by examining the relevant literature on the characteristics of engaging
computer games and collecting opinions of 120 children, aged between 9 and 10 years
old, who are enrolled in an Auckland primary school. We then apply our findings to
design an educational tool that incorporates those characteristics. We believe our re-
search paves the way for the systematic design and development of full-fledged en-
gaging educational tools.
The remainder of this paper is organized as follows. Section 2 reports on the current
literature. Section 3 outlines the research questions followed by methodology in Section
4. The modified game is presented in Section 5. We then describe the evaluation study
and the results in Sections 6 & 7 respectively, followed by conclusions and future work.
Related work
Learning is conventionally defined as the “process of acquiring competence and under-
standing” (Zhu et al., 2016), with competence being described as possessing specific
skills and, understanding as possessing specific knowledge. The use of technology, such
as computer games, to enhance students’ learning in the classroom is a timely topic
that permeates a lot of educational literature today. This is particularly important in to-
day’s society where students can access new games easily via platforms beyond desktop
computers and gaming consoles. Video and computer game design have been studied
by various researchers interested in finding out how different aspects of the game de-
sign could be utilised in developing educational tools (e.g., Malone, 1981; Dickey, 2003;
Dondlinger, 2007; Pinelle et al. 2008). Researchers have been interested in figuring out
not just about game functions but what features in games make them engaging.
Nand et al. Smart Learning Environments (2019) 6:6 Page 3 of 15
A lot of studies over the years have shown that children’s learning increased as a re-
sult of playing computer games. Research (e.g., Csikszentmihalyi, 1990; Provost, 1990;
Rogoff, 1990; Clark et al. 2018) has shown that game playing makes up a vital element
of a child’s cognitive and social development. These studies assert that children learn
more from playing and carrying out “hands-on” activities than by being simply asked to
“recite” information from books.
According to Vygotsky (1976), children learn by playing with others, creating and im-
proving their zone of proximal development; as they play, they are more involved in
carrying out complex activities. Fisch (2005) has noted that children have learnt about
diverse subjects such as prehistory and asthma education by playing computer games.
The learning aspect of computer games has been further endorsed by Baghaei et al.
(2016, 2017). In these studies, a set of design guidelines has been proposed that can be
ideally applied to any game to teach children how to manage their diabetes. The results
showed that children enjoyed playing the game and their knowledge of diabetes and
healthy lifestyle increased as a result of playing the game. Other examples of educa-
tional and health-related games include (Halim et al. 2018; Hinds et al. 2017; Consolvo
et al., 2006; Fujiki et al. 2008; Alankus et al. 2010; Berkovsky et al. 2010; Whitten et al.
2017; Baranowski et al. 2016). A lot of games stimulate thinking and curiosity and the
outcome, i.e., the desire to win is what attracts players to playing any game. For any
game to be successful, it must be able to engage the player and attract their attention.
Based on our experience (first author works in a primary school), most of the educa-
tional games available in New Zealand schools are not motivating enough for students
and lack the fun factor. Children are not as motivated to play these games as they are
to play commercial computer and video games at home. There is a need to design and
develop more useful and engaging educational games, which are relevant to the current
New Zealand curriculum and can be integrated in the day to day learning.
Parents are progressively accepting of the notion that using computer games as edu-
cational tool (Brand, 2012). A study commissioned by the Interactive Games & Enter-
tainment Association (IGEA) found that “79 per cent of parents with children under
the age of 18 play video games, and a further 90 per cent of this group do so together
with their children” (Brand, 2012, p. 13). Furthermore, the report also found “92 per
cent of parents believe video games are educational, with three-in-four actively using
games as an educational tool with their children” (Brand, 2012, p. 13). The report
showed that video games are increasingly embraced as teaching tools not only by par-
ents but also by teachers at schools and tertiary environments.
There has been some studies on systematic mapping of gamification applied to edu-
cation (de Sousa Borges et al. 2014; Caponetto et al. 2014). Gamification, in an educa-
tional context, can be applied at elementary education, lifelong education, and higher
education levels. In a practitioner’s guide to gamification of education (Huang and
Soman, 2013), the authors outline a five step process 1) understanding the target audi-
ence and the context, 2) defining the learning objectives, 3) studying the experience, 4)
identifying the resources, and 5) applying gamification elements. When considering
gamification, some key criteria to be considered are the duration of the learning pro-
gram, the location of the learning (for example: classroom, home, or office), the nature
of the learning programme (for example one-on-one or group), and size of class (or size
of groups). Olsson et al. (2015) pointed that in virtual learning environment users
Nand et al. Smart Learning Environments (2019) 6:6 Page 4 of 15
usually feel lonely and puzzled in their learning journey, therefore visualization and
gamification may be applied as solutions, but the former worked better than the latter.
It is suggested that the effects of gamifications are worth studying more deeply and
widely on various learning styles. Urh et al. (2015) analysed the use of gamification in
e-Learning process, including its advantages and disadvantages, and argued that there
were possibilities of practice gamification in higher education. They stated that the
application of gamification was designed to meet project objectives, thus different types
of education would affect the system development as well as different learning styles
and personalities of learners (Nehring et al., 2018). Gamification facilities smart learn-
ing environments, which is defined by Merrill (2013), as an environment that is effect-
ive, efficient and engaging.
Gamification has a lot of potential, but some effort is still required in the design and
implementation of the user experience in order to further enhance participants’ motiv-
ation and engagement with the platform.
Research questions
Our research questions, in this study, are as follows:
What are the main characteristics of engaging and popular computer games for
children?
Can adding those characteristics to an educational tool enhance their learning?
In order to dig deeper into realistic graphics, a further questionnaire was designed
and given to children. In this questionnaire children were asked to select three features
which stood out for them when describing what realistic graphics were.
As shown in Fig. 2, the children identified the following attributes as the three as-
pects of graphics they liked the most in a game:
Colorful images
Real life characters
High definition
Nand et al. Smart Learning Environments (2019) 6:6 Page 5 of 15
Furthermore, children were asked to select the curriculum area in which they
preferred a game to be designed in. The Topics Related part included Science,
Social Studies, Technology and Te Reo (Mario language). Results are shown in
Fig. 3.
As shown above, a vast number of children were interested in playing numeracy
games. Some of the reasons given as to why they wanted a numeracy game devel-
oped included: “I want to get better at maths”, “I want to learn my multiplication
facts”, “Learning maths in a game will be a fun way to learn” and “I don’t like
maths so playing a game and learning will be better”.
Game design
Driven by the three main characteristics identified by the target group and de-
scribed in the previous section (i.e CH, FB and GH), a variety of open source
Fig. 2 Number of responses showing the detailed attributes corresponding to realistic. Graphics
Nand et al. Smart Learning Environments (2019) 6:6 Page 6 of 15
games were examined. We felt that JQuizShow, a Java-based open source game
(http://quizshow.sourceforge.net/download.html) is a suitable option to choose for
the preliminary evaluation. The game is based on a television show (“Who wants
to be a Millionaire”) in which the participants are offered cash prizes for correctly
answering a series of multiple-choice questions in the order of increasing difficulty
levels. This game can be configured easily to include any content. New content
can be added by including the questions at various levels as a text file. Choosing
an incorrect answer at any point in the game ends the session, with a feedback
message saying the game can be played again from the beginning. Depending on
when the incorrect answer is given, the player can leave with either no money or a
certain amount. The amount a player can leave with depends on the level reached.
The game designed for this study has three levels indicated by an amount writ-
ten in white font compared to the rest of the amounts which are written in yel-
low font (see Fig. 4). Once a player passes a level indicated by the amounts
$1000, $32,000 and $1 million, the player can leave anytime with the money asso-
ciated with the highest previous level reached. This applies in both cases: when a
player voluntarily chooses to leave the game and/or when the player gets an in-
correct answer.
There are five chances for the player to leave with nothing. The first being if he
or she were to give a wrong answer before obtaining the first guaranteed amount
and the other four being if he/she gets an answer incorrect even before reaching
the first level, which is $1000. After reaching $1000, this amount is guaranteed and
subsequent questions are played for increasingly large sums (roughly doubling at
each turn). The complete sequence of prizes is as follows: $100, $200, $300, $500,
$1000, $2000, $4000, $8000, $16,000, $32,000, $64,000, $125,000, $250,000, $500,
000 and $1000,000. Note that incorrectly answering intermediate level questions,
e.g., $4000, does not enable the player to leave with $4000, but the last level
reached, that is $1000.
For this game, the New Zealand Numeracy Curriculum was used in order to de-
termine the level of question suitable for the children selected for the study. In
Nand et al. Smart Learning Environments (2019) 6:6 Page 7 of 15
order for the game to be enjoyable and engaging, it was necessary that the players
were given the type of questions of which they had prior knowledge and which
were not extremely difficult or “boringly” easy (e.g., a good solution was to provide
a progressive level of skills). Their teachers were consulted and the numeracy
levels of the children were taken into consideration. It was revealed that the chil-
dren in the target group were on level 5 according to the New Zealand Numeracy
Curriculum. Three levels of questions were therefore developed at level 5 on the
following topics:
Level 1: Addition/Subtraction
Level 2: Multiplication/division
Level 3: Combining all the above operations
Nand et al. Smart Learning Environments (2019) 6:6 Page 8 of 15
We developed two versions. The first version was a feature enriched game (FEG)
which had extensive use of the three identified features (i.e., CH, FB & GH) and the
second version, a feature devoid game (FDG) had overt absence of these features.
Fifty-fifty
The player can choose to have the computer randomly eliminate two of the incorrect
answer choices, leaving the player with a choice between the correct answer and an in-
correct choice. Based on these two choices, he or she then makes the answer selection.
Phone-A-friend
Players can ask one out of three pre-arranged friends for an answer. These three
friends can be arranged before commencing the game. In the television game, the
player can phone one of three pre-arranged friends. Since this not possible in a
classroom setting, the player could ask one of three pre-arranged classmates for an
answer. The conversation between the friend and the player is timed in the game,
with a configurable time, and a value of 60 s was used. If the time expires then the
game is ended.
amounts in the game are. Additionally, the FDG did not have any additional “help”
options as in the FEG version, i.e., fifty-fifty, phone a friend or ask the audience.
the bright colours, the FDG version was done in the two basic colours of black and
white.
In terms of sound, there is a soft, continuous background tune played while the FEG
version of the game is being played. When a correct answer is selected, a short, high
musical note is played to indicate that this is the correct answer. If an answer selected
is incorrect, then a short, low musical note is played to indicate that this is the incor-
rect answer. At the completion of the game, a clapping sound is played to congratulate
the player. In the FDG version all music was muted.
Evaluation study
The study was conducted with 120 children aged between 9 and 10 at Glen Eden
Primary School in Auckland. The study was approved by the Unitec Institute of Tech-
nology Ethics Committee. The participants were divided into a Control group and a
Test group of 60 students each. Both groups were pre-tested firstly on the numeracy
learning outcomes. The Test group was given the FEG version to play over a period of
two weeks and the Control group was given the FDG version to play over two weeks.
Both groups were given post tests on the numeracy learning outcome.
Both FEG and FDG versions of the game were installed on the 12 available com-
puters in the school library and as time permitted, pupils in groups of 12 were given
the games to play in a separate room with the computers. Both Control and Test
groups played at different times and were not able to see what version of game each
group was playing. There was a deliberate attempt to keep the two group’s playing
times separate. The students were allowed to play the game for about 20 min without
any interference from the researcher or any of the other teachers. At the end of a max-
imum of 30 min the students were stopped and allowed to go back to their classrooms.
equate to an increase of 0.85 or 7% for the control group and an increase of 1.9 or
14.8% for the test group. Thus, the percentage increase in the mean score is twice as
much for the FEG compared to the FDG game. Comparison of the post-test scores for
the control and the test groups (12.97 compared to 14.77) also shows that the FEG was
more effective in raising the performance level of the students. The T-Test values are
3.63 × 10–10 for the Control group and 1.31 × 10–31 for the Test group. Both values
are orders of magnitude smaller than 0.05, showing that the change in the learning out-
come (post-test vs. pre-test) was statistically significant for both groups. Additionally,
the T-Test value for the Test group is orders of magnitude smaller than the Control
group T-Test value, implying a significant effect of the FEG.
Also, as seen in Table 1, the standard deviation figures show a consistent decrease
from pre-test to post-test in both Control and Test groups. The standard deviation for
the Control group decreased from 4.30 to 4.21 and for the Test group it decreased from
4.55 to 3.51. This shows that the scores are more closely clustered near the mean; how-
ever, the mean has also increased in value. Hence the decrease in the standard devi-
ation value in combination with the increase in the mean value shows that playing the
game in between the pre-test and the post-test had the effect of increasing the scores
of the participants. The relative changes in the standard deviation values of the control
and test groups show that the effect was comparatively more pronounced for the Test
group, indicating the effectiveness of the FEG version of the game.
Table 2 shows the average values of some of the other attributes of the experiments
that were extracted from the log files. The participants in the Test group attempted
more questions in average, provided more correct answers, spent more time playing
the game and reached more levels compared with the Control group—this indicates
that the FEG version was better utilised compared with the FDG.
The bar graph in Fig. 5 shows the maximum level reached by the participants instead
of the average as shown in the last row of Table 2. These results further illustrate that
the game features integrated in the learning tool were effective in achieving better
learning outcomes in terms of higher levels of questions attempted between the Con-
trol and Test groups. The higher levels attained indicate that the students effectively
learned more by being at the learning task for longer. Conversely, the participants in
the Control group were not able to progress as much, probably because of lack of
motivation.
The results show that the FEG version significantly improved learning outcomes for
numeracy—however, it can be even further improved by adapting the game for more
fact manipulation or cognitive based curricula.
enhance children’ learning. A second version with minimal features was used as by the
control group.
The results showed that FB, CH and GH features embedded into the learning tool
were effective in improving learning outcomes. The main dependent variable used was
the amount of learning that took place, measured with the use of pre-test and post-test
and user interaction data. The T-Test results on the learning outcome scores also
showed that the learning outcome was not achieved by random chance, confirming the
effectiveness of the learning tool. The T-Test values for the FEG version were orders of
magnitude smaller than the FDG version, although both values were less than the ac-
cepted critical value of 0.05, implying that while learning outcomes were influenced by
both game versions, the FEG version was more influential.
An immediate future work identified from this study is to adapt the game for more
cognitive based learning tasks. Numeracy learning task, for example, involves more fact
manipulation operations which involves various intermediate steps in order to arrive at
the final answer. The support for such intermediate steps was not fully implemented in
the current version used for this study. In addition, a more comprehensive set of ques-
tions with intermediate questions can be developed in the game to guide the user to a
final answer. It would be interesting to see if the effectiveness of the feature enriched
educational tool would also be valid in other scenarios such as for secondary school
children and in other curriculum areas. We also plan to personalise the questions based
on learners’ understanding of the concepts and conduct a long-term (6 months) study
to find out if there will be significant increase in learning outcomes and amount of
enjoyment.
Abbreviations
CH: Challenges; FB: Feedback; FDG: Feature Devoid Game; FEG: Feature Enriched Game; GH: Graphics; IGEA: Interactive
Games & Entertainment Association
Acknowledgements
The first author would like to acknowledge Dr. Parma Nand for his help in implementing the tool and for
proofreading the work.
Author’s contributions
The corresponding author can confirm that all authors have had scientific contribution in this manuscript, with the
first and second authors contributing the most to the design, implementation, analysis and write up of the
manuscript. All authors read and approved the final manuscript.
Funding
No funding was received for this project.
Competing interests
The corresponding author can confirm that none of the authors have any competing interests in the manuscript.
Author details
1
Department of Computer Science, Unitec Institute of Technology, Auckland, New Zealand. 2Department of
Information Technology, Otago Polytechnic Auckland International Campus (OPAIC), Auckland, New Zealand.
3
Department of Computer Science & Software Engineering, Xi’an Jiaotong-Liverpool University, Xi’an, China. 4Glen
Eden Intermediate School, Auckland, New Zealand.
Nand et al. Smart Learning Environments (2019) 6:6 Page 14 of 15
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