Game-Based Learning and Children With ADHD
Game-Based Learning and Children With ADHD
Game-Based Learning and Children With ADHD
A Dissertation
of
Drexel University
by
Margaret Sullivan-Carr
of
Doctor of Education
May 2016
© Copyright 2016
Dedication
I dedicate this dissertation to my family-- My husband, Dan, who has held down the
home front during my many trips to Philadelphia and has shown his A+ proofreading skills; my
son, William, who is the inspiration for this work; my mother, Margaret “Twinkie” Sullivan,
whose wisdom encouraged me to try; and my late father, Neil Sullivan, for teaching me that
education is the most important “tool in life’s toolbox” for fulfillment, success and continuous
curiosity.
I would be remiss to not include Fr. Mark Cregan, C.S.C., Emeritus President of Stonehill
College, in this dedication. His challenge to pursue a doctorate degree set me on the path to this
work. He serves as a professional mentor and friend. I’m extremely lucky to have worked with
him.
iv
Acknowledgments
First and foremost, I’d like to acknowledge, Will Bailey, my research partner for this
work. His students are lucky to have a teacher that is willing to try new teaching approaches to
allow for a better understanding of math. I’m fortunate to have found a math teacher who is also
Most importantly, I’d like to acknowledge my Dissertation Committee. I won the lottery
when Dr. Mary Jean Tecce DeCarlo agreed to Chair my Dissertation Committee. Her steadfast
support, practical advice and record-breaking edit turnaround times has made this process into a
fulfilling journey, not an ordeal. Dr. Albert Ritzhaupt’s expertise in game-based instruction
allowed for a more robust literature review. Dr. John Gould’s expertise in qualitative research
allowed for the development of a meaningful approach to this portion of the research.
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TABLE OF CONTENTS
ABSTRACT ................................................................................................................................... xi
Definition of Terms....................................................................................................................... 10
Summary ....................................................................................................................................... 14
Introduction ................................................................................................................................... 35
Method .......................................................................................................................................... 38
Timeline ........................................................................................................................................ 53
Introduction ................................................................................................................................... 59
Summary ....................................................................................................................................... 77
Introduction ................................................................................................................................... 79
Conclusions ................................................................................................................................... 80
Lessons Learned............................................................................................................................ 81
Recommendations ......................................................................................................................... 83
Summary ....................................................................................................................................... 89
REFERENCES ............................................................................................................................. 90
List of Tables
List of Figures
Abstract
Disorder (ADHD) may exhibit behavioral and executive function issues that affect classroom
learning. Documented behaviors include inattention, disruptive behavior, and poor social
relationships (Gureasko-Moore, DuPaul, & White, 2006). Support for children with ADHD has
assisted or game-based learning has shown promise with this population in small-scale studies
(Mautone, 2005; Ota, 2002). This case study research sought to investigate the use of game-
based learning and children with ADHD. The subjects were high-school aged children with the
primary diagnosis of ADHD who received a game-based intervention. This study shows game-
based learning has a positive effect on students with ADHDs’ engagement and interest in Math.
The analysis of the data from the qualitative portion of this study lends itself to a grounded
Disorder (ADHD) is a disability diagnosed in approximately 11% (6.4 million) of United States
children (CDC, 2015). This number is a 2.9-fold increase from 1990 (Sondik, Madans, &
Gentleman, 2011). Reasoning for these increases in diagnoses is debated amongst experts.
Some experts cite misdiagnosis of symptoms as a reason for the sharp increase (Nissen, 2006).
Others cite increased parent and teacher education on the signs and symptoms of ADHD leading
to greater and appropriate diagnosis (Biederman, 2006; CDC, 2015; Merrell & Tymms, 2001).
consequences that has attracted more attention during the past decade (Rapport, et al., 2009).
Most of these children remain in mainstream classroom settings, but require educational
Children with ADHD may exhibit behavioral issues that can impair learning in the
classroom. Documented behaviors include inattention, disruptive behavior and poor social
children with ADHD, leading to issues in the classroom that include problems with memory,
reasoning, and general cognitive ability (Daley & Birchwood, 2010). Without supportive
interventions, students with ADHD fall behind acceptable levels in subject areas, most notably
math and reading as they require a higher level of executive functioning (Zentall, Tom-Wright,
Academic modifications are necessary with the ADHD student population to allow for
individual success and classroom order for the entire class. Classroom interventions for students
with ADHD have focused on teacher-based contingency management strategies more than
rewards (DuPaul & Eckert, 1998; Fabiano & Pelham, 2003; Pfiffner et al., 2006). There is not a
specific strategy that provides consistent and long-term success (Fabiano & Pelham, 2003;
Several modifications appear to have promise, but few have been empirically tested.
Unfortunately, similar to the results of the Tindal and Fuchs (2000) review of the
evidence for the effectiveness of accommodations for all disabilities, we found that
experts in the field recommend many accommodations; yet few have scientific evidence
on the effectiveness. (p.582)
(Barkley, 2008; DuPaul & Eckert, 1998). Game-based learning has drawn particular interest by
some researchers as it provides a tool to enhance focus for students with ADHD (Muñoz et al.,
2015). Game-based learning uses computer games developed and designed for use in an
educational setting. The games break material into smaller segments, which is a strategy often
used for students with ADHD. The underlying assumption is enhanced focus will lead to better
academic outcomes. It has shown promise in small-scale studies (DuPaul & Eckert, 1998; Ota &
DuPaul, 2002). These studies further explore the use of game-based learning with the ADHD
Game-based learning for children with ADHD shows promise, but requires additional
research to further test the hypothesis that it offers increased academic outcomes (Muñoz et al.,
2015; Reid et al., 2002). Previous research has been limited to small-scale studies with no more
than 6 participants (Mautone et al., 2005; Ota & DuPaul, 2002). There are still questions on the
efficacy and the role of this type of instruction. Furthermore, there is little research that
measures the combination of game-based learning with traditional classroom teaching and
The relationship between ADHD and academic impairment has been well documented
(DuPaul & Stoner, 2003; Pfiffner, 1996; Zentall & Meyer, 1987). Academic issues include
frequent use of remedial services, lower grades, three times the rate of attrition and school drop-
out, and lower standardized test achievement (Zentall, Tom-Wright, & Lee, 2013). Test scores
for reading and math for children diagnosed with ADHD without remedial support also show
School-aged children with ADHD are often placed in classrooms that employ teaching
methodologies not prescribed for children with ADHD (Ota & DuPaul, 2002). Studies have
shown smaller class sizes with fewer distractions support success for students with ADHD (Loe
& Feldman, 2006; Mautone et al., 2005; Raggi & Chronis, 2006). United States public schools
rarely have the opportunity to offer small-class settings due to overcrowding and strained
budgets (Armstrong, 1999; Biddle & Berliner, 2014). This results in a lower success rate for this
population as well as issues for classroom management (Barkley, 2008; Jitendra & DuPaul,
2007).
4
The purpose of this study was to determine whether game-based learning provides an
effective accommodation for students with ADHD, thus leading to better academic outcomes.
The study reviews the academic indicators and measurements, i.e., test scores of students with
ADHD, who receive traditional classroom instruction coupled with a game-based intervention.
Qualitative measures included pre and post intervention teacher interviews about game-
based instruction in combination with traditional classroom instruction, a focus group interview
with students, and a journal written by the teacher throughout the intervention. The focus group
was comprised of students with ADHD who received the game-based intervention. These
students were asked questions to gain an understanding of their experience with, and opinion of,
game-based learning. The third dimension of the qualitative component of this study was an
analysis of the teacher’s journal notes transcribed during the study duration.
Game-based learning has shown promise for students with ADHD as it engages attention
Research results have shown the positive effects of videogame play on attention (Lawrence,
2002; Muñoz et al., 2015). Several studies have indicated promise in using video-game based
learning in children with ADHD (Mautone et al., 2005; Ota & DuPaul, 2002), but the studies are
small-scale and measure factors such as focus, attention, and engagement. They do not measure
academic outcomes.
Ota and DuPaul (2002) examined the effects of using game-based learning software to
improve math performance and attentiveness in a population of fourth to sixth graders diagnosed
with ADHD. The study was small scale (3 subjects), but supports other research (Mautone et al.,
5
2005). The study did not measure academic outcomes of study participants. Other research
indicates game-based learning and students with ADHD enhances attention and engagement in
(Veenstra, 2012).
indicates promise for the use of this modality as it promotes experiential, active, and creative
learning (Admiraal et al., 2011; Martinussen et al., 2006). These attributes are of particular
interest to a student with ADHD. It provides teachers with new options to engage students with
technology that is familiar and interesting. Children with ADHD have difficulty focusing in the
classroom. Teachers have differing approaches with this population of students. Preliminary
research has shown that game-based learning may be advantageous for students with ADHD as it
fosters an active and vibrant environment for teaching and learning (Mautone et al., 2005).
Game-based learning holds great promise for students with ADHD, yet more research is needed
The results of this study will provide information to teachers for use with students with
ADHD. If the hypothesis is supported, it provides evidence to support the use of another “tool”
to the “toolbox” of instruction for students with ADHD. It also provides game developers with
Research Questions
There were two research questions for this study. The research was intended to measure
(a) the efficacy of the use of game-based learning for children with ADHD in terms of improving
6
academic outcomes, and (b) to report on the perceptions of the teacher and students who
2. How do teachers and students perceive the influence of game-based instruction on the
academic performance of Algebra One students with ADHD?
This research was predicated on the hypothesis that game-based learning coupled with
traditional classroom instruction increases academic outcomes for children with ADHD. This
hypothesis was based on research that indicates game-based learning increases attention,
decreases disruptive behavior in the classroom, and leads to more meaningful academic
engagement (Admiraal et al., 2011; Fabio & Antonietti, 2014; Martinussen et al., 2006).
The hypothesis for this study stemmed from the author’s personal experience and
observations of her fifteen-year old child who has ADHD. Her son was formally diagnosed with
ADHD in the third grade. The diagnosis came after several years of severe behavioral issues in
school. The issues involved inability to stay seated, inattention to teacher instruction, constant
interruption of peers and teachers, and lack of organizational skills. The diagnosis was
school did an initial evaluation that indicated a suspicion of ADHD. The child was also found to
Once the ADHD was documented, the treatment plan included medication, behavior
modification, and a Section 504 plan (Section 504 of the Rehabilitation Act of 1973, as amended, 29
U.S.C. § 794) which mandated seating near model peers and assistance with organization of course
7
materials and homework. Under Federal Law, the Section 504 plan is reviewed on an annual
The author’s son continually struggled with organization, motivation, and attention in
school. The author has provided supplemental assistance to her son at home including the hiring
of an ADHD coach, and the provision of organizational tools including organization with course
materials, and homework calendars. These tools and additional support have resulted in minimal
The researcher has observed her son’s keen interest and success in subjects that involve a
combination of lecture and experiential learning. In contrast, subjects that are delivered primarily
through lecture format are very difficult for him to understand as his attention quickly dissolves
in the classroom. For example, science is a subject that provides engagement through lab
The author introduced her son to supplemental learning modalities for subjects that were
delivered primarily through lecture at school; i.e., mathematics. The supplemental materials
were game-based that provide another way for the student to learn subject matter that may not be
These materials were introduced after the author initially observed her son’s long-
standing attention to non-academic video games. This prompted her to surmise academic-based
video games may offer a solution to overcome his claims of “boredom” in the classroom and
difficulty with comprehension. For example, while in middle school, the video game of
Minecraft engaged him for multiple hours. The lecture-style lesson delivery was less action-
As noted earlier, the researcher had a vested interest in the research as she has a child
with ADHD. Given this connection, she took caution to not influence the study through her
To ensure validity of data analysis, an unbiased secondary person was asked to validate
Conceptual Framework
The research sought to study and test several concepts discussed in the Literature Review
(Chapter Two) of this paper. Research streams included ADHD in the classroom, ADHD and
educational outcomes, use of video games in education, and game-based learning for children
with ADHD. The researcher also sought to understand a teacher’s and students’ perceptions of
The first stream of research, ADHD in the Classroom, reviews literature on the issues
confronted by students with ADHD and their teachers in the classroom. It reveals the disruptive
tendencies, inattention, and fidgety behavior of students with ADHD. The second stream
discusses the impact of these behaviors and overall lower academic outcomes (measured by
graduation rate, the achievement of passing grades, and test scores) found in children with
ADHD compared to normally developed children. The third research stream reviews literature
on the relatively new introduction of game-based learning in the classroom. A discussion on the
benefits of the instructional tool is presented and its impact on academic outcomes is explored.
The final area reviews literature on the use of game-based learning with students with ADHD
9
measuring areas of focus and engagement. Figure 1 outlines the conceptual framework for this
study.
Small-scale studies that have tested the hypothesis of this study have been conducted and
indicate promising results for use of game-based learning and children with ADHD (Annetta,
2009; Ota & DuPaul, 2002). This study replicates elements of these studies with the addition of
a qualitative component (see Chapter 3) to understand the teacher’s and students’ perceptions of
Definition of Terms
504 Plan -- Section 504 is part of the Rehabilitation Act of 1973, a civil rights statute
ADHD - a chronic condition that affects millions of children and often persists into
Case Study – “An in-depth exploration of a bounded system (e.g., activity, event, process
Game-Based Learning – Game-based learning broadly refers to the use of video games to
support teaching and learning (Ott et al., 2013; Perrotta et al., 2013). Also commonly referred to
as serious games, Kim and Bae provide further explanation, “Serious games can be defined in
various aspects that have elements of fun games. In serious games, functionality and
entertainment are not mutually exclusive concepts. Serious games are differentiated from
entertainment games in aspect that they don’t only pursuit fun in process and from edu-contents
in aspect that they don’t focus only on learning effects as results. Specific purposes and fun
elements of games combine and have great synergy effects” (2014, p. 209).
11
Math Anxiety—“A feeling of tension and anxiety that interferes with the manipulation of
numbers and the solving of mathematical problems in ordinary life and academic situations”
possess intelligence in various capacities. “Using biological and cultural research, he developed a
intelligence; (3) spatial intelligence; (4) musical intelligence; (5) bodily-kinesthetic intelligence;
(6) interpersonal intelligence; and (7) intrapersonal intelligence. Gardner asserts that the
intelligences seldom operate independently; they are used concurrently and complement each
Traditional Classroom Instruction –Based in a school location that primarily uses face-
This section provides a summary of the underlying assumptions woven into this study. It
Assumptions
The researcher came to this study with several assumptions on ADHD and its impact on
academic performance. These assumptions extended to the classroom. It is believed the results
of this study will be of great interest to educators who have students with ADHD in the
classroom.
12
Limitations
This study had several limitations due to the number of participants, site selection, length
of study, and assumed computer literacy of teachers and students. Due to the setting within a
private school focused on students with learning differences, study results may be considered
school-specific rather than applicable to classrooms in all schools. The following list
Study size. This study was limited to the number of students with ADHD enrolled in the
two Algebra 1 course sections of School X (the school is assigned the pseudonym of School X
for this paper to insure confidentiality of the site and population). The school estimated that 30%
of the student population had ADHD as a primary diagnosis. Given the average class size is 15,
30% of this population equals 4-5 students per class. If 100% participation was received, this
Despite the teacher’s exemplary efforts, only three students’ parents chose to sign the
permission form allowing their child to participate in this study. This situation changed the
original study design from a mixed method that would have reviewed data from pre- and post-
test assessments (quantitative portion) and the qualitative data elements included in the final
study. The researcher concluded that quantitative data from three study participants would not
provide information that was meaningful to the study results and discussion. Therefore, the
13
original study design was changed to a case study methodology to provide an in-depth analysis
of the students’ and teacher’s perceptions and attitudes on the use of game-based learning as a
School Curriculum. School X teaches all classes on the basis of Gardner’s Multiple
Intelligences Theory. Given this, teachers utilize a variety of methods including art, linguistic,
and spatial representations to instruct students. Assessments of learning content are relatively
methodology between the research site and most public schools, results may not be considered
Length of study. The duration of the study is three months. The duration is determined
by the researcher’s time limitation due to Ed.D. program requirements. It was also dictated by
the access granted to the researcher. School X agreed to host the research for one semester.
Ideally, this study would have had a longer duration to provide a longitudinal review of the
game-based intervention.
Study Delimitations
This study has several delimitations as a result of the researcher’s decision on research
Computer Game Choice. The computer game Algebra Champ was used in this study. It
is a single player game. Although a multi-player game would have offered additional research
opportunities, school IT issues prevented its use. The game “provides introductory level algebra
skills practice with timed rounds, high scores, and a cage fight theme” (West, AppFindzUS,
14
2015). The game was chosen based on a literature review and colleague recommendations. The
colleague provided an overview of Algebra Champ, “If she really wants a drill-style game that is
clearly classroom math, but just adds some game elements (like time limits and levels), she could
The game was synergistic with lesson plans. The researcher did not find any information
to determine which educational computer games are considered “best in the market”, therefore,
the choice of Algebra Champ may or may not have been the best choice.
Site Selection. The study site was in a school with students with a high degree of
computer literacy; results may not duplicate to school settings of students with less computer
access and/or aptitude. In addition, the intervention will be difficult to replicate in schools with
no or limited access to computers for students and resources to purchase an appropriate game.
Summary
Students with ADHD learn differently. Educators have long struggled to find a teaching
resource that fits with the factors of inattention and executive function deficits associated with
students with ADHD (DuPaul et al., 2006). Traditional classroom strategies show success with
behavioral management, but do not provide enhancement for students’ learning (Martinussen et
al., 2006).
Research shows students with ADHD respond positively to action based video games as
irrelevant information is filtered out and attention is drawn to factors influencing success
(Bavelier et al., 2012). Small scale studies of game-based learning and children with ADHD
show promising results for use in education (Mautone, 2005; Ota, 2002). These studies review
15
attention and behavioral measures, but do not assess academic outcomes or teachers’ response to
the newly introduced teaching modality. This study furthers the research of Ota and Mautone
while focusing on academic outcomes of students’ and a teacher’s observations and reactions to
The purpose of this literature review was to investigate the use of game-based learning
and children with Attention-Deficit Hyperactivity Disorder (ADHD). In order to understand the
use of game-based learning and the learning deficits of children with ADHD, research was
The interest of this research was the use of video game-based learning and children with
Attention-Deficit Hyperactivity Disorder. The examination studied the use of games to deliver
Measurements were taken to ascertain if increased academic outcomes are achieved with video
game-based learning integrated with traditional classroom teaching for children with ADHD.
ADHD is complex, chronic neuro- developmental disorder with behavioral and cognitive
consequences (Rapport et al., 2009) that has attracted more attention during the past decade.
Diagnosed cases have increased to 6.4 million United States children between the ages of 3 and
17 in 2014 (CDC, 2015). This number is a 2.9-fold increase from 1990 (Sondik, Madans, &
Gentleman, 2011). Males are more likely to be affected with ADHD than females (Purdie et al.,
2002). It is estimated that one out of five United States school aged children have ADHD.
Students with ADHD also struggle within normal social frameworks of friendships as
their behaviors may hinder the formation of positive relationships with other children (Duhaney,
2003). Researchers have also observed less intimacy and reciprocity in children with ADHD
The following sections provide an overview of ADHD and its implication on academic
performance. The sections further break the research question down into smaller subjects; i.e.,
game-based learning, effects of ADHD on academic performance. The first section provides
information on children with ADHD in the classroom. The next section offers information on
academic outcomes of children with ADHD. Literature suggests the negative effects that ADHD
can have on academic outcomes (Zentall, Tom-Wright, & Lee, 2013). The next section discusses
the use of game-based learning in the mainstream classroom citing the proponents and opponents
of use. The following section describes the use of game-based learning with children with
ADHD. The last section concludes the literature review and calls for further research on the use
settings. These students require specialized support and consideration. Educators are called upon
with ADHD do not qualify for special education programs (Nowack & Mamlin, 2007).
Academic modifications are necessary with the ADHD student population to allow for individual
success and classroom order for the entire class. Common modifications include removal of
privileges, homework management programs, and providing material rewards (DuPaul & Eckert,
1998; Fabiano et al., 2003). Several modifications appear to have promise, but have not been
empirically tested. These include peer tutoring, strategies instruction, and computer-assisted
Nowacek and Mamlin’s (2007) research indicates teachers’ general understanding of the
characteristics of students with ADHD. Despite the teachers’ understanding of issues related to
modifications for children with ADHD are a necessary element in today’s schools (Evans et al.,
2013). Martinussen and colleagues (2006) stress the importance of academic interventions
designed especially for the ADHD population. They emphasize the high rate of success found
with interventions where “students are more engaged when there are more opportunities to
respond” (Martinussen et al., 2006, p. 116). Game-based learning provides this type of
opportunity. Teachers, school administrators, and support staff must recognize and support
students with ADHD. This population has specific learning requirements that need to be
This literature suggests the need for additional instructional strategies for students with
ADHD. Although several modifications are commonly used in the classroom, none have been
proven to lead to increased focus and academic outcomes. The purpose of this research study is
the exploration of game-based learning as a teaching strategy that may positively affect focus
This section provides information on the effect of ADHD on academic aptitude and
outcomes. Numerous studies have been conducted to document the nuances and issues in the
The relationship between ADHD and academic impairment has been well documented
(Jitendra & DuPaul, 2007; Rapport et al., 1999; Zentall & Meyer, 1987). Academic issues
19
include frequent use of remedial services, lower grades, three times the rate of school drop-out,
and lower standardized test achievement (Zentall et al., 2010). As noted earlier, ADHD affects a
student’s ability to complete tasks that require a high degree of executive functioning, attention,
and reflection. Children with ADHD have a short duration of attention compared to typically
developing children (Rapport et. al, 2009). Deficits are especially found in math and reading as
both subjects require a higher demand for focus and executive function (Zentall, Tom-Wright, &
Lee, 2012). Antshel and associates note, “…we found that 25% of children with ADHD showed
skills deficits in reading/language, 15% showed skills deficits in mathematics, and 22% showed
compared with control groups (Beike & Zentall, 2010; Jacobson et al., 2011). Reading
comprehension is the “who,” “what,” and “when” of a piece of literature; not the translation of
symbols or sounds into words. Slower rates of reading have also been reported in children with
ADHD. This can be related to the deficits in reading comprehension as passages may be re-read
to ascertain meaning. Specifically, Jacobson and associates found that the deficits in working
memory and processing speed in students with ADHD effected oral reading fluency and reading
Poor performance in math scores has been reported in children with ADHD. Scores in
timed addition fact efficiency (the amount of addition problems completed correctly) and
subtraction fact accuracy show low performance compared to control groups of students
(Bennedetto-Nash & Tannock, 1999). Fuchs and associates (2005) found that attention and
working memory were also predictors of math achievement. Deficits in these areas led to lower
scores compared to peers who had normally developed attention and working memory.
20
Research has shown interventions that add color, active response (reading problems out
loud and then writing answers versus just writing), or manipulation of objects (i.e., a stress ball
or toy) while solving problems lead to differential gains for students with ADHD (Zentall, Tom-
Wright, & Lee, 2013). These gains have been recorded in math and reading subjects.
Current literature and research validates the deficits of ADHD students’ function and
outcomes in academic subjects; specifically in reading and math (Bennedetto-Nash & Tannock,
1999; Fuchs et al., 2005; Jacobson et al., 2011; Zentall, Tom-Wright, & Lee, 2013). However,
there is limited research that looks at alternative instruction methods that may better suit this
This action oriented study sought to test the use of game-based learning with an ADHD
population of high school students to see if this instruction method leads to increased academic
outcomes. Study information may inform future classroom practice for this population of
students.
This section discusses the introduction of video games as an instructional tool in the
classroom. This shift from traditional teaching to a new paradigm of instruction has attracted
The advent of computer gaming in the classroom has introduced teachers and students to
new methods of instruction, learning and assessment. The academic computer gaming industry
has grown exponentially in the past 5 years – predicted to reach a $8,958,490 mark by 2017. This
The popularity and exposure of video games has become an everyday part of children’s
lives. Video games have become ingrained in American culture with 58% of households owning
a gaming console in 2011 (Nielson, 2012). Classrooms have not been immune to this culture
Video games as classroom tools have been in existence for years, but have become more
integrated and developed in recent years (Heick, 2012; Ribeiro et al., 2013). Heick explains,
“Educational games have been a commonplace part of the K-12 experience since the beginning
of the 1980s (and in some places well before that), with early titles introducing students to
fundamental math, history, and problem solving concepts just as games do today” (Heick, 2012,
para. 1). Video games have gained more attention as a valid means for instruction as they have
Further research has shown that gaming in an educational setting leads to increased
student motivation, as learning is seen as fun and interactive (Baltra, 1990; Ke, 2008; Ott et al,
2014; Pange, 2003). Student engagement in learning content delivered via game-based learning
scores higher than traditional classroom instruction (Alan, 2011; Annetta, 2009; Ribeiro et al,
2013). Studies have also shown the use of action video games provides students with a long-term
higher intensity of attention (Bavelier, 2012). Teachers also report enhanced methods for student
Rizhaupt, Higgins and Allred (2011) studied the effect of modern educational games on
student attitudes towards mathematics. They found that educational game play showed
“significant and positive changes” (p. 277) in students’ attitudes towards mathematics.
Ke (2008) also examined the potential of use of game-based learning. The results indicate
students’ increased positive “disposition” (p. 539) towards mathematics after computer games
Bourgonjon and colleagues’ (2013) research indicates the necessity for teachers to
understand the benefits of video games in the classroom. Teachers are hesitant to adopt the
game-based learning into classrooms before they understand the specifics of the game and the
Ritzhaupt, Higgins and Allred (2010) found that teachers are open to adoption of video
games into the classroom, but successful integration is dependent on ongoing technical support
and information on game usage. Furthermore, as found in Bourgonjon and colleagues’ research,
teachers must receive training on the game and its benefits prior to classroom integration
(Bourgonjon et al., 2010). Ribeiro and colleagues caution the introduction of games in a
classroom may come with technical difficulties which can be overcome with proper training and
support (Ribeiro et al, 2014). They caution teachers to practice the game prior to introduction so
Teachers use video games to deliver course content in creative ways. Some video games
were originally introduced to the market for entertainment purposes, but have been accepted as
solving, usually with higher order thinking rather than simple memorization or comprehension
have been used in and out of classrooms to teach the subjects of Science, Math and Government
23
(Hays, 2005; Kebritchi & Hirumi, 2008; Squire, 2002). SimCity allows players to develop cities
while learning about geography (Squire, 2002). Civilization provides players with an opportunity
to run an entire civilization (Squire, 2002). Tropico affords players the tools to govern computer-
based nations, while SimEarth opens the door for players to investigate complex systems like the
Earth’s chemical and life cycles (Squire, 2002). DimensionM is an immersive 3-D game to teach
Algebra (Kebritchi & Hirumi, 2008). All of these games develop collaborative decision-making
and communication (Paraskeva, Mysirlaki, & Papagianni, 2010; Williamson Shafer et al., 2005).
deliver a learning environment that is engaging, fun and motivational for students (Williamson
Shafer et al, 2005). Research on the comparison between learning outcomes on game-based
learning vs. the traditional classroom instruction has delivered mixed results (Hainey &
Connolly, 2010; Halverson, 2012; O’Neil et al., 2005). Hainey and Connolly (2010) compared
the delivery of education using game-based and traditional classroom instruction. They found
neither delivered better results. Furthermore, they note the need for gaming software engineers
to collaborate with educators in the development of game-based learning approaches (Hainey &
Connolly, 2010). They stress the need for both teaching mechanisms to be deployed in today’s
classrooms.
objective research. The author calls for action based research that examines how students
“navigate education” through the use of games (Halverson, 2012, p. 445). The author also calls
for new teaching practices to be developed using “new technologies of teaching and learning”
that will “allow for innovation, exploration and experimentation” (Halverson, 2012, p. 445).
24
Halverson hypothesizes that game-based learning may be the answer to this new teaching
practice.
Kebritchi, Hirumi and Bai (2010) looked at the effect of modern computer games on
comparison of game-users vs. non game-users. However, they found greater motivation in
students who played the games in the classroom and at home (Kebrichi, Hirumi, & Bai, 2010).
Learning outcomes can be linked to computer games for many subjects (Hays, 2005).
O’Neil and associates’ (2005) research on the delivery of education using video games and the
effect on learning outcomes shows a positive impact on students’ abilities to apply earlier
learning to more complex tasks as new levels are reached in the games. These findings also
learning. The problem-solving skills are honed in games as no solution is delivered; the student
The research of Gillispie, Martin and Parker (2010) used the video game, Dimension-M,
math. Their findings imply the game does have a positive impact. This study calls for further
Bavelier and colleagues (2012) reviewed the aspects of attention enhanced in action
video games to understand the changes in neural behavior between children who played video
games (gamers) and those who did not (non-gamers). Their research measured aspects of brain
activity and found a startling contrast between the two groups. The gamers showed “better
25
selection attention over space” and “enhanced selective attention to objects” (Bavelier et al.,
2012, p. 132). They concluded that gamers hold a stronger ability to “either limit or recover
faster from the distracting effect of abrupt onsets” (Bavelier,et al., 2012, p.133). In other words,
Other research has also shown evidence in the promise of video games as a positive
effect on attention abilities (Boot et al., 2008; Green & Bavelier, 2012). Boot and associates
(2008) studied the use of video games amongst players who played on a regular basis; i.e. expert
gamers, and non-gamers (those that didn’t play at all). They concluded that the expert gamers
manifested better attention among other positive attributes that support successful learning
outcomes (Boot et al., 2008). Green and Bavelier (2012) provide evidence that video games
provide a means for practicing attention skills that is transferable to an academic setting. They
report action video games call upon the gamer to stay on-task and suppress irrelevant
information. This skill enables gamers to adapt more swiftly to new environments or learn new
Further research conducted by Admiraal and associates (2011) also concludes that game-
based learning leads to better academic outcomes as students are engaged in learning content
longer in more meaningful ways. This research also indicates students retain the course material
for a longer amount of time due to the active learning environment it is delivered in (Admiraal et
al., 2011). Cagiltay (2007) also notes that delivery of academic lessons utilizing computer-based
students.
26
The use of technology in the classroom does not come without its detractors (Bennett,
Maton, & Kervin, 2008; Frank, 2012). In a journal article dated 2008, Bennett, Maton and
Kervin discuss the claim that technology is a necessity in the classroom due to students’ status as
“digital natives.” A digital native is defined as the generation born between 1980 and 1994
described as living lives “immersed in technology” (Bennett, Maton, & Kervin, 2008, p.776).
These students possess sophisticated knowledge of technology. The authors state that digital
natives prefer education delivery via technology versus the traditional classroom. The authors
further explain that this generation of students is reliant on technology for information,
communication and socializing, but not for education. Bennett and colleagues (2008) contend
that technology is embedded in the classroom; however, students’ and teachers’ use is not
Other studies have outlined some cautions in using game-based learning with children.
They point to the propensity for some personality-types to become addicted to video games, later
leading to gambling and internet addictions (Boyle et al., 2011; Chou & Chou, 1997). This is
particularly concerning for persons with narcissistic and aggressive personality traits. The
authors also note that the addiction can lead to diminished friendships and loss of control over
time regulation.
Studies have been conducted to assess how computer games are played in education
(Chou & Chou, 1997; Frank, 2012; Hays 2005). Frank (2012) conducted a study that measured
gamers’ use of video games intended for education. They found players to become more focused
on winning the game than reaching educational objectives. They labeled this state as “gamer-
mode” whereas players become fiercely competitive looking at the achievement of “winning” as
Hays notes educational games are not always used in ways intended by game developers.
He emphasizes the need for instructors to embed video games feedback into learning materials to
ascertain the players’ understanding of learning objectives (Hays, 2005). Chou and Chou call for
careful integration into education with attention to “instructional design principals” (Chou &
Other researchers point out the benefits of computer game play (Durkin & Barber, 2002;
Piper et al, 2006). Durkin and Barber (2002) measure the effect of video game play on
adolescent development. The study measures levels of aggression, leisure time and self-
confidence. Results show no measurable effects on aggressiveness. This finding conflicts with
other non-empirical papers that suggest video game play can lead to aggressive behavior (Do
violent video games lead to Aggression?, 2006). Study participants led active social lives, albeit
some of the socialization occurred online. Online friendships included children from the
participants viewed themselves higher in intelligence than non-players (Durkin & Barber, 2002).
Other researchers have noted the benefits of game-based learning in education, but
caution that they cannot stand alone as an instructional method (Hwang et al., 2012; Williamson
Shafer et al., 2005). Hwang and colleagues (2012) stress the importance of personalized lesson
plans to address students’ individual learning needs. Williamson Shafter and colleagues (2005)
stress the potential of video games "to move our system of education beyond the traditional
developed in the Industrial Revolution-and toward a new model of learning through meaningful
Game-based learning and children with ADHD is a subject this has garnered limited
attention in research. This section provides information on the studies that have been conducted
Game-based learning for children with ADHD has been recently introduced as an
academic intervention that enhances this population’s abilities (Jitendra & DuPaul, 2007). Game-
based learning addresses the issues of attention-span, engagement and disruptive behavior found
in the ADHD student population (Fabio & Antonietti, 2014; Houghton et al., 2004; Jitendra &
Research results have shown the positive effects of videogame play on children’s
attention-spans (Fabio & Antonietti, 2014; Lawrence, 2002). These findings show promise for
educators working with students with ADHD, in large part because of their deficiencies in
attention and executive function. Educators strive to introduce tools and methodology that
provide a successful learning environment for students with ADHD. Game-based learning is a
tool worth considering for this population as it enhances lengthened learning engagement,
attention span effectiveness and social benefits which are issues that have been cited as obstacles
Other research has focused on the use of computer games and children with ADHD to
measure inhibition and attention. Houghton and colleagues (2004) conducted a study to assess
video game play in non-medicated ADHD boys and normally developed boys. Study results
indicate quicker response rates by ADHD boys and better results for games that require a high
working memory load (a high degree of executive function). The authors concluded, “Computer
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technology in the classroom may afford children with ADHD increased opportunities to be more
successful, both academically and socially, and to improve their interactions with peers”
Shaw (2005) conducted a small-scale study to review the engagement of children with
ADHD when using commercially available video games. Specific measures were taken to assess
executive function and attention. Results of the study revealed stronger attention of the ADHD
group compared to the control group. The ADHD group of children also showed a significant
Both of the above studies do not measure the effectiveness of video game use in an
academic setting, but do provide results on measurements of attention, executive function and
working memory. These issue deficits are known to affect academic success in children with
ADHD (Daley & Birchwood, 2009; Loe & Feldman, 2007; Rapport et al, 2009).
The use of video games and children with ADHD comes with some caution. Weiss and
colleagues (2011) conducted a literature review on the correlation between use of video games
and its impact on children with ADHD. The authors warn of the propensity of people with
ADHD to have “addictive” (p. 331) personalities. They cite literature that indicates “internet
addiction” and off-line video game addition as a disorder that makes children with ADHD more
vulnerable. Citing this risk factor, they recommend time limitations on video-game play for
This research study furthers the research of proponents of game-based learning in the
classroom using a case study methodology to assess the impact of its use in a math classroom
with children with ADHD. Research has shown the positive effect of video game play with
30
children with ADHD in terms of focus, attention and engagement; however limited research has
been conducted on the use of game-based learning with children with ADHD.
Game-based learning with students with ADHD is a subject that has shown promising
outcomes. This section provides information on the benefits of this instructional method. The
use of technology in an academic setting with children with ADHD has also proven successful.
McClanahan (May/June 2012) shares the results of an academic intervention used with a
child with ADHD. The child was tutored in reading using an iPad. Previous attempts at
teaching the child to read at grade-level had been unsuccessful. Upon introduction of reading
lessons using the iPad, the child became more engaged and on-task. The student was reading at
grade level by the end of the school year (McClanahan, May/June 2012). The author calls for
Other studies have indicated promise in using video-game based learning in children with
ADHD (Mautone et al., 2005; Ota & DuPaul, 2002). Ota and DuPaul examined the effects of
using game-based learning software to improve math performance and attention in a population
of fourth to sixth graders diagnosed with ADHD. The researchers found the use of a game-based
learning format showed increased in "active engaged time and decreased in off-task behaviors"
(Ota & DuPaul, 2002, p. 254). The study did not measure whether the game-based intervention
Mautone and colleagues’ (2005) study provided similar results in relation to off-task
behavior and engagement. This study is limited as it has three participants identified from a
larger group of children “participating in a study funded by the National Institute of Mental
31
Health (NIMH) aimed at improving academic performance of children with ADHD.” (Mautone
et al, 2005. P. 3030). The study participants ranged in age 8 -9 and were in the second, third and
fourth grades. The study utilized the software package Math Blasters 6-9 in the study.
behavior. However, improved learning outcomes were not demonstrated by all study
participants. Both papers suggest the promise for game-based learning with the ADHD
population, but acknowledge the preliminary findings of their studies due to size of number of
participants.
Raggi and Chronis (2006) compared the use of computer assisted tutoring using software
using games and non-games. They found higher response rates and engagement with the game
format with children with ADHD. The study focused on behavioral factors, but the authors
surmised the benefits of computer-assisted instruction using games on academic outcomes. The
Veenstra and associates (2012) conducted an exploratory multiple case study to examine
how a computer game focused on improving “ineffective learning behavior” (p. 27) in children
diagnosed with ADHD and or both ADHD and Autistic Spectrum Disorder (ASD) (Veenstra et
al., 2012). They measured rate of mouse clicks to assess executive function of study
participants. The study concluded a direct correlation between increased executive function in
children with ADHD and use of action computer games. Study authors call for further research
Xu and colleagues completed a review of empirical studies that have “assessed the
efficacy of technology as a tool for students with ADHD”. (Xu, Reid, & Steckelberg, 2002, p.
32
225). This paper reviews literature on the use of technology with children with ADHD in five
training, assessment, and behavior modification. In terms of CAI, the authors noted two studies
(Ford, Poe, & Cox, 1993; Kleiman, Humphrey, & Lindsay, 1981) that reported promising results
for CAI with children with ADHD. The study results are limited due to research methodology
and setting.
Fabio and Antonietti (2014) conducted research using “hypermedia tools” with students
with ADHD. They compared results to a control group of normally developed students.
Hypermedia tools are defined as “images, photos, diagrams, motion pictures, sounds, and texts
are simultaneously available to activate learner’s verbal/auditory and visual channels at the same
time” (p. 8). They found that these tools led to increased levels of retention of knowledge in the
long-term for students with ADHD. They performed at the same level as the control group.
Research to assess the effect of game-based learning on students with ADHD's on-task
behavior, engagement and behavior is relatively abundant compared to studies on the academic
outcomes for the same population. There is agreement in the literature that game-based learning
does improve ADHD students' engagement, on-task behavior and behavior in the classroom
(Ford, Poe, & Cox, 1993; Kleiman, Humphrey, & Lindsay, 1981; Raggi & Chronis, 2006; Xu,
Reid, & Steckelberg, 2002). These factors are a known construct to successful academic
outcomes. Preliminary studies have shown game-based learning as a promising instruction mode
for the ADHD population (Mautone et al., 2005; Ota & DuPaul, 2002). These initial results call
for further research to assess the academic outcomes in children with ADHD using game-based
learning instruction.
33
ADHD in their own learning. Introducing this methodology paired with traditional classroom
teaching provides these students with tools that enhance their ability to succeed in academic
settings. Game-based learning affords a learning tool that increases executive function and focus
while reducing hyperactivity and inattention (Houghton et al., 2004). This combination places
Studies indicate game-based learning in children with ADHD for math is particularly
promising (Annetta, 2009; Ota, 2002). This teaching technique has shown successful behavioral
outcomes. Reductions in off-task behavior and hyperactivity have been found with the
introduction of game-based learning. Increases in active engagement and focus are also found.
More research is needed to assess the effect on academic outcomes when game-based learning is
Another important aspect of the use of game-based learning for children with ADHD is
the acceptance of this pedagogy by the academic community. Bourgonjon (2010) concludes the
necessity for educators and video game creators to collaborate on the development of video
games for education is essential to overall acceptance and use. Bavelier and associates (2010)
further emphasize this importance as they stress the need for appropriate content integration into
action video games developed for education. Game-based learning tools must be organized to
incorporate content that triggers learning in order for suitable classroom use. Kirriemuir and
McFarlane (2004) also stress this point in their call for partnerships between academic and
34
industry game developers. If this collaboration does not take place, academic standards and
requirements may be missed in the development of video games targeted for education.
Further research to assess the academic outcomes for children with ADHD when they
in academic outcomes. This study enrolled participants to test the research questions noted at the
Introduction
Chapter Three describes research design, rationale, site, population, data collection
timeline, and ethical considerations of this study. The focus of the research was the use of video
game-based learning and children with ADHD. The study was predicated on the hypothesis
that game-based learning coupled with traditional classroom instruction increases academic
outcomes for children with ADHD. This hypothesis was based on research that indicates game-
based learning increases attention, decreases disruptive behavior in the classroom and leads to
more meaningful academic engagement (Admiraal et al., 2011; Fabio & Antonietti, 2014;
What is the relationship between game-based learning and academic outcomes in Algebra
One for students with ADHD?
How do teachers and students perceive the influence of game-based instruction on the
academic performance of Algebra One students with ADHD?
This section discusses the research approach and design. This case study provides results
Creswell describes a case study as “An in-depth exploration of a bounded system (e.g., activity,
event, process or individuals) based on extensive data collection” (Creswell, 2012, p. 465). The
case study methodology consisted of a bounded system of 3 study participants and their Algebra
One teacher.
36
One of the anticipated outcomes of this research was the use of the study information to
further inform the teaching of students with ADHD in the classroom. Results will be shared with
educators in the hopes that the game-based intervention will be used with students with ADHD.
Table 1 depicts the flow of the research design for this study. Step One shows the
identification of the study participants. Step Two was an interview with the teacher to
understand his thoughts on the use of game-based learning. Step Three measured the pre-test
results of all study participants before intervention is introduced. Step Four was the introduction
of the game-based intervention and the teacher’s journaling while the intervention took place in
his classroom. Step Five shows the post-test of study participants. Step Six identified the focus
group with study participants and an interview with the classroom teacher who taught the lesson
results. The school’s existing curriculum and assessments, i.e., tests, were used. This allowed
for uniformity in testing as the students and teacher were familiar with the format. The
37
qualitative portion of the research gathered information from a variety of sources. It included a
focus group with students in the study. The data was further tri-angulated with two interviews
(pre- and post-intervention) of the teacher in the classroom. Another data set was information
from a journal that the teacher wrote to capture his thoughts as the intervention was used in the
classroom.
The quantitative approach was chosen to allow for comparison of test results before and
after a game-based learning intervention is introduced to students with ADHD. Results indicated
the effect of the game-based intervention on math achievement of study participants. This
portion of the study is included as a basis to further inform the discussion. The assessment
results cannot be considered statistically valid as the sample size is too small. This is discussed
A qualitative component of the study assessed feedback received in a focus group with
students who participate in the study. The focus group with student study participants who
receive the intervention assessed their experiences with game-based learning. The teacher’s
perceptions of game-based learning is explored to further understand the practicality of use in the
classroom through pre- and post-test interviews as well as his journal kept throughout the
intervention.
Table 2 outlines the research questions and the corresponding research methodology
The researcher established a goal to review whether there is a causal relationship between
game-based learning and academic outcomes in children with ADHD. Previous small-scale
studies have indicated this instruction method shows promise in children with ADHD (Mautone,
2005; Ota, 2002). Both the Mautone and Ota studies had 3 participants each. Neither study
Method
This author further explored the findings from the Ota and DuPaul, and Mautone, DuPaul
and Jitendra studies. The researcher also considered Hess and Gunter’s (2013) study that
compared academic outcomes and learning experiences of students who used game-based
learning in an online course with those who were instructed in the classroom (Hess & Gunter,
39
2013). Study authors used a mixed methods triangulation convergence model (Creswell et al.,
2003) where quantitative analysis of academic outcomes was conducted with a qualitative study
of teachers’ and students’ motivation and engagement in the instruction methods. Neither study
Hess and Gunter used the Self-Determination Learning Theory (SDT) social theory as a
basis for their research (Hess & Gunter, 2013). Deci and Ryan (2000) describe this model as the
belief that humans have an innate need for growth and motivation who “strive to master ongoing
challenges and to integrate their experiences into a coherent sense of self” (p. 68). Active
collaboration, and scaffolding of knowledge to achieve higher levels. Hess and Gunter contend
“In educational settings, the goal of the theory is to enhance those intrinsically motivated
behaviors while addressing innate student psychological needs” (p. 375). Byman and Kansanem
(2008) note the theory will be successful if students are placed in an academic setting that
The Hess and Gunter study “informs instructional designers, teachers, education
stakeholders and educational game designers by providing research-based evidence related to the
learning experiences and outcomes of the serious game-based online course” (Hess and Gunter,
2013, p. 372). The research methodology for this study provided information on the learning
experiences of students (qualitative) while measuring the learning outcomes of the students
(quantitative). Although Hess and Gunter’s study did not focus on the ADHD population of
40
students, it does provide a statistically significant (184 study participants) review of game-based
This study also took into account the research of Ke in which a mixed methods study
delivered results that show the specific type of game affects students’ motivation and
engagement in game-based learning. In Ke’s study, a summer cohort of 4th and 5th graders used
game-based math programs to facilitate cognitive math achievement (Ke, 2008). The study
highlights the value of learning activities within a game-based program. Results show an
Ke’s study underscores the importance of game-based program choice for this study. A
game proven to engage students while providing a challenging scaffolding lesson environment is
imperative. Kebritch and Hirumi analyzed modern games that are in the education market. They
note, “…little has been done to synthesize information on how established learning theories and
instructional strategies are being applied to design educational games to guide research and
Due to the research site’s IT firewall system, an individual player game was deemed the
most appropriate solution for this study. The school’s Information Technology Department did
not allow for firewall access due to the stress of a multiplayer game on the bandwidth and the
potential security threats from a multiplayer game. This threat has been documented in literature
including Sinha, Mitchell and Medhi’s article which states multiplayer games “pose a great
challenge to the existing network infrastructure in order to satiate its requirements” (2005, p. 71).
Reviewing the literature, which included online reviews of various Algebra apps, and
conferring with colleagues led to the choice of Algebra Champ as the most appropriate game.
41
format. Student may reinforce their algebraic thinking skills by solving one, two and multi-step
equations and becoming the “Champ” (Apps for Algebra, 2015). Appendix A provides an
overview of the game outlining the benefits and constraints. Given the site and population for
this study, the game was deemed to be a reasonable tool for use in this study. The game is free of
Algebra Champ is a game that “offers introductory algebra skills practice” with “timed
rounds, high scores, and a caged fight theme” (West, 2016). The game allows players to choose
their “fighter” (Figure 2) and difficulty level (Figure 3) to solve basic Algebra equations while a
timer streams at the top of the screen (Figure 4). It is a game that provides practice for basic
Algebra concepts.
This study employed one Algebra One class at a private school focused on students with
learning differences. The school utilizes Gardner’s Theory of Multiple Intelligences as a basis
for instruction and curriculum design. For example, students in the Algebra One sections
demonstrate their understanding of the Order of Operations through a modality of choice, e. i.,
Pre- and Post-test results were compared to assess whether game-based learning had a
positive impact on learning. Copies of the pre- and post-assessments are found in Appendix B.
The site for this study was a private nonsectarian co-educational college-preparatory high
school in a suburb of Boston, MA that specializes in teaching students with learning differences.
boys and 45% girls. There was a 1:5 faculty to student ratio. The school was comprised of 55%
day students with the remaining 45% boarding. The 2015-2016 school year tuition was $39,200
for day students and $53,750 for boarding students. The school describes itself as respecting
“ethnic, cultural, and intellectual diversity, we teach and live in an atmosphere of mutual respect
for differences” (school reference not cited to protect confidentiality, 2015). The enrollment had
25% international students from 12 different countries. Thirty percent of the students were
categorized as “students of color.” Approximately 30% of the students had ADHD as their
primary diagnosis of learning difference. Classes were 75 minutes in length allowing for a
The site was chosen due to the author’s knowledge of the schools’ specialty for teaching
students with learning differences. The school prides itself on its “creative approach to teaching
and learning” (school viewbook, 2015). Upon initial inquiry the researcher was directed to the
schools’ Program Director of the 9th and 10th grades. He expressed interest in the study and
secured participation of the Algebra teacher. The school requested an in-service of research
The school had a higher than average population (30%) of students with ADHD
compared to the average public school (11%) (CDC, 2015). Prior to the study, the researcher’s
stance included a belief that if the study hypothesis was proven correct, results may provide
teachers with new instructional methods for the ADHD population of students. This enhanced
the students’ learning and created a new platform for successful academic outcomes.
The study was limited to the subject of math allowing for a systematic and pragmatic
approach. There were five math teachers at the school across four grades (School Web Site,
name redacted to protect for confidentiality, 2015). One of the teachers of Algebra One agreed
to participate in the study. He taught two sections of Algebra One. All students had iPads as a
school requirement. iPads were used as teaching tools across subject areas. The game-based
intervention for this study was a web-based application. It could be accessed by all study
participants via their personal iPads. There was no charge to access the game.
Study Participants
school facilitated the communication with parents/guardians. The teacher coded test results with
4-5 student study participants with ADHD as a primary diagnosis in each Algebra One class.
Study participants were recruited using a purposeful sampling method. Creswell (2013)
understand a central phenomenon” (p. 206). Further, Harsh (2011) states, “The logic and power
of purposeful sampling lie in selecting information-rich cases for study in depth. Information-
rich cases are those from which one can learn a great deal about issues of central importance to
All students enrolled in Algebra One of the participating teacher’s classes were eligible to
use the game-based intervention. Although non-traditional in research methodology, this format
had been requested by the school administration to minimize classroom disruption that could be
caused by differential teaching methodologies, specifically, one group of students using game-
based learning vs. those that do not. The teacher only shared data for the students that had
Letters were emailed home by the school to parents/guardians of students with ADHD as
a primary diagnosis; requesting permission for their student to participate in the study. Email is
the preferred delivery system as many prospective participants were international students and
regular mail could have added weeks to the study protocol. Parents/Guardians were asked to
complete a consent form and return it to the researcher within two weeks of receipt. A secondary
reminder email was sent after ten days of the initial communication.
46
Questions pertaining to the study were directed to the researcher. The informed consent
provided information on the study methodology and included the access for all study participants
to game-based learning after the pre- and post-tests have been completed.
Parents/guardians were asked to discuss study participation with their students. The study
protocol was shared with the teacher and students. Once permission was received from
parents/guardians of the student, the teacher approached students whose parents/guardians had
granted permission to discuss the research study. The teacher obtained student assent to
participate in the study. They were reassured that they had the right to withdraw from the study
at any time.
Pre- and post-test results were shared with the researcher. Students were identified by
number to protect confidentiality. This allowed for data to be analyzed without the concern of
Teacher Collaboration
An important component of this study was the collaboration of the School X Math
teacher. This teacher assisted in the facilitation of the study through the introduction of the
game-based intervention as well as the facilitation of game-based learning time in the classroom.
importance of the information that is reported at the conclusion of the study. The teacher has
access to study results. The teacher was viewed as a partner in research for this study as he
facilitated the classroom, gave the tests, graded the tests, and shared test results with the
researcher.
47
This teacher’s participation in the interview framed the results of the qualitative portion
of the study. His observations and thoughts shaped this portion of the study by providing
constructive feedback on students’ usage of game-based learning tools as well as his reflection
on the value of the instruction tool. Appendix D provides the list of questions for the interviews.
Data Collection
This section provides a description of the quantitative and qualitative data collection tools
used for the study. Both data sets were used to draw conclusions on the use of game-based
This study collected data from pre- and post-tests. These tests provided a baseline of
students’ knowledge and a measurement of gains. It provided two data points used for
The tests were ten questions presented in a paper format. They were administered at the
beginning of the class period. They consisted of single variable problems which tested concepts
found in the Algebra Champ game. There were no test time restrictions, but all students
School X had class periods of 75 minutes during which experimental learning was often
included into instruction. Fifteen minutes at the end of each class for a period of three weeks
were designated for game-based learning. The teacher was the lead educator in the classroom.
He delivered the traditional Math lesson and facilitated the game-based learning.
48
Focus Group
The researcher requested a mutually agreeable time for a focus group with study
participants. Refreshments were offered as a small incentive for focus group participation. Use
of designated school space was requested to provide the most comfortable setting for this larger
meeting.
Teacher Interviews
Two interviews were conducted with the teacher. The first was conducted prior to the
learning. They also assessed his anticipated outcomes of the intervention. The questions were
carefully worded so as to not create a “reactive effect” (Schmitz, 2006) to the study. A reactive
effect is created when pre-test or pre-intervention questions may lead a study participant to
conclude the results of the research before it has been completed. In doing so, the study
A second interview was conducted with the teacher to understand his observations of the
game-based intervention in his classroom. The quantitative study results served as a basis for
Teacher Journal
The teacher kept a daily journal to capture his thoughts throughout the time of the
documented, thus diminishing the necessity to recall such events during the post-intervention
49
interview. The journal entries served as a discussion topic during the post-intervention teacher
interview.
Quantitative Research
The quantitative portion of the study consisted of a pre- and post-test to compare
students’ understanding of lessons before and after the intervention. These tests were
administered by the classroom teacher utilizing the Math XL® tool. The specific tests were a part
The school did not follow a specific curriculum for math. The researcher’s school
contact noted, “As an independent school, we do not use prescriptive or standardized curricula
and our teachers have more leverage to adjust curriculum than in a public school” (N. Cronin,
personal communication, July 23, 2014). Due to the situation, there were no test validity scores
available. Another classroom teacher from the school described the lesson assessments as, “One
is ‘formal’, meaning on paper with a pencil, be quiet and show me your work. One is generally
collaborative, meaning a team game, work with a partner or interact with me or another student
alternate way to show me you understand the concept (picture, artwork, analogy, photography
etc.) or include a written portion trying to assess your own skill, confidence and/or accuracy.”
The school used an online math curriculum enhancement tool, Math XL®. Math XL®’s
“MathXL® for School is the essential online addition to any core curriculum that provides
personalized instruction and practice for middle and high school students of all levels.
Tied directly to more than 300 Pearson mathematics and statistics texts, teachers can
easily create, edit, and assign homework and tests.” (Math XL, 2014).
MathXL® is a Pearson product that incorporates quizzes which allow the teacher to
further assess students’ understanding of course material. The teacher offered to adjust his
curriculum to integrate Math XL® quizzes at the beginning and end of the timeframe of the
All study participants were administered a pre- and a post-test to compare results of the
intervention. Results were compared to assess whether the study participants had academic gains
Data Analysis
Analysis of pre- and post-test results were done using a simple math equation to assess
the comparisons of scores between pre- and post-intervention tests. The sample size was too
Qualitative Research
Focus Groups
A qualitative portion of this study was conducted using a focus group. Maxwell (2013)
notes the importance of focus groups in terms of in-depth information that can be garnered
through the approach. The focus group invited all study participants to share their thoughts on
the use of game-based learning in conjunction with traditional classroom teaching. The pros and
cons of game-based learning was assessed. Appendix C provides a list of questions for the
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Student Focus Group. The questions were open-ended to capture respondents’ initial thoughts
Two interviews were conducted with the Algebra teacher who hosted the research. He
was questioned on his perceptions of the game-based learning before and after the intervention.
He was also questioned on the engagement, motivation and interest of students during the
intervention.
Interview Protocols
The focus group and the teacher interviews were recorded to allow for later transcription.
All participants were advised of the recording devices. All information was used solely for this
research study and not shared with anyone other than the study author, dissertation committee or
Interviews were held during a time that was convenient for the teacher and students. A
lunch time was suggested to eliminate the teacher and students committing extra time before or
after school. Separate interviews were scheduled with the teacher and the student study
participant group.
An iPhone device was used to record the interviews. The iPhone recording was used to
transcribe the interviews. Immediately after the interview, the iPhone was transported to the
researcher’s home office. Upon arrival, the file was transferred to the password protected laptop
dedicated to the researcher’s school work. Once the files were downloaded, it was deleted from
the iPhone to protect for privacy. The files were sent to an external company for transcription.
52
The researcher also took notes throughout the process to capture participants’ body
language and expressions. The notes were matched up to the transcription to create a richer
Study participants were asked to contribute their thoughts and observations on their use
of game-based learning. Although the entire class received the game-based intervention,
Question 2 for this research focused on the perceptions of the group identified as students with
ADHD.
An interview with the participant teacher was held pre- and post-intervention to assess his
perceptions of the effect on students. Appendix D outlines the questions for his interviews. The
Data Analysis
Data analysis of the focus groups followed Creswell’s advice on the Case Study
Methodology (Creswell, 2013). Once the transcription was complete, it was read and notes were
written in the margins. The process of open coding was followed (Merriam, 2009). These
notations reflected bits of data found in the interview that was relevant to the research questions.
The data was then color coded to reveal the initial themes found in the dialogue. Once the
color coding was finished, the themes visually emerged by reviewing the amount of highlights
by color. The strongest themes received the most highlights and the less important themes
received smaller amounts. The themes were then grouped into categories to allow for patterns to
The teacher’s journal was also analyzed using an open coding methodology. A similar
color coding system was used to look for themes of his thoughts and observations during the
intervention period.
The data was then axial coded to allow for categories to be grouped together to analyze
Timeline
Table 3 shows the timeline of this study. This study initially began in December of 2014,
but was postponed due to technical difficulties between the school’s firewall and the original
game choice. The study was started again in October of 2015 with a newly recruited group of
Ethical Considerations
The researcher sought Institutional Review Board (IRB) approval from Drexel
University. The principals of The Belmont Report were followed. The Report was published in
1978 by The National Commission to Protect Human Subjects of Biomedical and Behavioral
Research (The National Commission) to provide moral principles on the ethical considerations of
behavioral and biomedical research (Beauchamp, 2008). This study fits within the parameters of
The three guiding ethical principles of the Belmont report are respect for persons,
beneficence, and justice (National Commission for the Protection of Human Subjects of
55
Biomedical and Behavioral Research, 1978). In following these principles, the researcher did
seek informed consent from all participants. They were fully informed on the study protocol,
risks and benefits. Study participants were informed of their right to withdraw from the study at
any time.
There are several ethical considerations for this study. The considerations include the
researcher’s personal interest in the research, the various instructional methods of the study, the
inclusion of minors in the study, and role of the teachers in the study.
Inclusion of Minors
Special consideration was given to the informed consent and study participants’ rights
throughout the study. The informed consent document stressed the protocols followed to protect
the anonymity of minors (see sections on Data Collection and Data Security).
Role of Teacher
Another ethical consideration was the central role of the teacher in the study. The role of
teacher was twofold. The teacher had the responsibility of pre- and post-test administration. He
was asked not to share his opinion on the different instructional delivery throughout the study to
The teacher also had an active role in the interviews and journal. His opinions shaped the
outcome of the qualitative portion of the study. This information is important in study results
and may inform future instruction in School X as well as others schools who use this research.
56
Data Collection
All quantitative data were protected and only shared between the school and the
researcher. Test results were reported to the researcher by the teacher. Students were assigned a
number by the teacher to protect confidentiality. The researcher reported results by student
number.
Qualitative results from the focus groups were reported as themes. Specific comments
are not attributed to speakers by name. Focus group participants were notified of this plan at the
Data Security
All data and recordings were stored on the researcher’s laptop which is stored in a home
office. Data was password protected for further security. The files were also saved on a flash
drive which is locked in a safe at the researcher’s home. Data will be saved for seven years after
The data on test results were scrubbed for identifying student characteristics by School X
before submission to the researcher. Students were identified by number. This further protected
students’ confidentiality.
Study Rigor
The design of this case study research took into account the suggested frameworks from
noted qualitative researchers (Creswell, 2012; Maxwell, 2013). The research has the inclusion of
several data elements including a student focus group, pre- and post-intervention teacher
57
interviews, a teacher’s journal and data from pre- and post-intervention assessments (Oliver,
2011).
The research design is connected to the theoretical framework outlined in Figure 1 in that
with ADHD in a classroom setting. All of the streams of research outlined in Figure 1 are
investigated using qualitative research methodologies. The use of differential measures further
The four elements of trustworthiness were considered during the evaluation of rigor.
Billups discusses the four elements of trustworthiness as: “credibility (truth), dependability
10).
The element of “credibility” was triangulated through the use of the teacher interviews
and journal; and the focus group to collect data on the experience of using game-based
technology in the classroom. Although the teacher and students offered differing perspectives,
Dependability was validated through several sources to conduct an external audit. The
remaining Dissertation Committee Members also reviewed the manuscript at two points. The
manuscript was further reviewed by the researcher’s colleague who has a Ph.D. in Special
Education.
All of these reviewers reviewed the research procedure and findings to assess for
consistency of the research process and validation of the findings. They further reviewed the
58
manuscript to ensure the data was reported in a manner which provided a description of the
The transferability of the findings was considered throughout the study, but most notably
during the post-test teacher interview and during the student focus group. The teacher expressed
concern that the specific classroom technology of the school in this study may not be duplicated
in other school settings. He noted that the school has a one to one iPad program; whereas other
schools may not have the same technology. The uniqueness of the school’s teaching
methodology also led to deliberation when considering transferability. This is discussed in the
A clear audit trail is available for this study strengthening the confirmability of data.
The researcher has recordings of the focus groups and teacher interviews as well as the
transcribed notes. The teacher’s journal, and pre- and post-test results are also clearly
documented.
This study included strategies to support the “trustworthiness” of this case study research
(Billups, 2014, p. 12). These strategies strengthen the rigor of this study as a whole, not
individually.
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Introduction
Chapter Four presents the findings, results, and interpretations of data from this study.
The first section discusses the findings from the qualitative components of the study. The second
section reports the results of the quantitative portion of the study. The third section discusses the
Study Introduction
The study intervention was introduced to the entire class so as not to disrupt the class by
providing just the students with ADHD the opportunity to play the game. The comments and
data in this paper pertain only to the three study participants who are students identified with
ADHD.
The game intervention was introduced by the teacher and students were asked to play the
game for 10 minutes in each math class period over a three-week duration. The class met three
times a week. The teacher used the first class during the study duration to introduce the study.
The students did not play the game during this class. The total study duration amounted to eight
Qualitative Results
This section discusses the findings of the qualitative portion of the study. Data points
focus group and an assessment of a journal kept by the teacher during the intervention.
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A one-hour interview was conducted using the questions listed in Appendix D. The
meeting took place one week prior to the introduction of the game-based intervention in the
classroom. The teacher had verbally explained the research study to the study participants and
gauged their interest. Permission slips had been distributed to parents/guardians. He had also
spent time playing the game used in the intervention to become acclimated with the operations of
the game.
The following discusses the teacher’s answers to questions found in Appendix D and
He was asked to discuss and provide examples of measures he uses to teach students with
ADHD. Specifically, he was asked to share of examples of what has worked and what has not
worked.
The teacher relies on numerous class transitions to continuously engage his students with
ADHD. He uses different modalities to deliver lessons. For example, he transitions from a
“lecture approach to a hand-on approach to group work”. He works with students to develop
strategies for time management as they transition from one class component to the next. He
introduces “different perspectives” which allows for interesting ways to deliver a lesson. Each
The teacher noted “kinetic lessons” seem to have a high success rate for students with
ADHD. A recent example was an assignment to measure a lounge area of the school to teach
graphing. The students were asked to work in groups to measure the space and graph it. They
were given meter sticks and graph paper as tools. In doing so, the students were moving around,
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drawing and working as a group. One noted drawback was the distractions that took place due to
The teacher noted the “iPad adoption” of the school has been beneficial for students with
ADHD as it provides another mechanism for lesson delivery and information. However, he noted
it can also serve as a distraction if the student goes “off topic” with things other than schoolwork.
If he finds a student using the iPad for non-coursework, he re-engages them through
questioning on the lesson. This gives them reason to pay attention and keeps their focus on the
math lesson. He finds that this brief change is a built in “unofficial break” for the student.
The teacher cited word problems as one of the hardest material for students with ADHD
to grasp. He said they can be “very overwhelming.” He does not assign more than two or three
at a time. He finds the students struggle with “translating English into Math” and it “plays into
The teacher stressed the importance of connecting math lessons to “real world
applications.” Students lose focus if they do not understand how the math can be used in the
“real world setting” and are hesitant to learn unless they see how it will be used outside of the
classroom.
He said students need to have a direct connection between the classroom work and the
outside world to make it “worth their effort.” If this is not clearly defined, they lose the
motivation to learn and “don’t see the point.” He said the “practicality of it needs to be
transparent.” The more abstract the process, the harder it is for them to focus.
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The teacher was then asked to shift his focus to the study. He was asked to consider the
inclusion of game-based learning into his math curriculum; and share his feelings about the
introduction to his class. This teacher spent time “trying out” the game prior to the interview. He
noted some students may have “difficulty doing the mental math.” He decided he needed to
work to make sure the students select the appropriate level of the game so as they aren’t under-
or over-challenged. The level needs to meet their ability. He viewed one of his roles to encourage
He further emphasized the need for the “appropriate level” to allow for realistic feedback
from the students. If a student chooses a level that is too easy, they won’t show any
improvements. However, if a student chooses a level that is too hard, they may become
He said the students were very enthusiastic about trying the game. The students showed
a lot of curiosity and looked forward to beginning the study. He said the fact that they were
engaged and eager to start is a great step with his students with ADHD.
The teacher expressed disappointment that more parents had not consented to the study
(there were 8 prospective students). He hoped that the findings are beneficial. He also noted the
study limitation of not having a control group as it may be difficult to discern between the
The teacher expressed confidence that games will enhance the students’ ability to engage
more in math. He knew game-based learning will make the subject “fun” and may offer another
tool for students to “absorb” the material. He emphasized their “baseline will be drastically
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improved” through this type of learning. He noted it may be of particular use for students with
Themes. There are three major themes that emerged from this interview. The first theme
is concern about the study design. The second theme is game-based learning as an additional
tool for teaching students with ADHD. The third theme is differential learning styles of students
with ADHD.
2009). A deductive coding methodology was used. Recordings and transcripts were color coded
to count the number of times categories were mentioned in the interview. Categories with the
highest number of counts were identified as themes. Table 4 provides a count of the themes.
Category # of References
Study Design 12
Game-based Learning as Teaching Tool 10
Differential Learning Styles of Students with 7
ADHD
The first theme that emerged was the study design. As noted in the question summary,
the teacher expressed disappointment that several parents had not granted permission for their
child to participate in the study. There were eight potential study participants. After receiving
the initial study introduction letter, the teacher reached out to them to discuss the study. Despite
a commitment to return the letter, the parents did not follow through; thus the study number of
three participants. The teacher expressed concern that the low student participation would affect
The researcher explained this study limitation would be discussed in the paper and the
The second theme centered on the teacher’s anticipation of the use of game-based
learning with students with ADHD. During the interview, he expressed the typical modifications
he makes in his teaching for students with ADHD. Given their differential learning styles, he
The third emergent theme was the differential learning styles of students with ADHD.
The teacher provided specific examples of strategies used to maintain focus, continuous
Study participants were interviewed following the game intervention. Two students self-
identified as “gamers” and the third stated games, either educational or recreational, were not a
addition to classroom instruction. One student noted, “I think having different approaches to
learning, like trying to find different ways to help students is a good thing. Not just paper and
pencil.” They appreciated the creative approach to learning and teaching. Two out of the three
The students initially answered the question regarding game-based learning and the effect
on focus with complaints about the game itself, Algebra Champ. They discussed the game
design and noted the single player function. They would have preferred a multi-player game.
The group commented on the lack of “cool graphics” and the timer feature built into the game.
The timer was of particular issue as it “made it very stressful”. They stated the teacher told them
the time did not affect their scores or game outcome, but it was an overall distraction.
The researcher asked the students to set aside their feelings on the game design and to
focus on the use of a game as an addition to regular instruction. Once the question was
positioned in this way, the students said the game was a tremendous help in terms of “recall” and
“fun”. One student provided the analogy, “It’s like taking a long walk with a friend. You’re
having fun talking and you don’t realize you’re getting the benefit of exercise too. Game based
learning is having fun while you’re learning too. It provides a great distraction.”
Another student noted the benefit to those students who “have math anxiety”. When
questioned about the term “math anxiety”, the student reported having a reaction to math that
caused severe physical symptoms including headaches and stomach aches. This prevented her
from “doing math” or gaining the confidence to complete assignments or assessments to show
her understanding of the subject. She said the game provided an easy and interesting way to
“practice math” that wasn’t stressful. It also allowed her to get engaged in the game and not
focus “other things.” The students said the game was a good support to what they had learned via
conventional classroom instruction. They did not feel they learned “anything new” using the
game. However, they stressed it was very useful to help with the material “recall” and to gain a
better understanding of the “process.” Overall, the students felt it was a good complement to
classroom instruction.
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One student shared that she had transferred from a school that had relied heavily on
game-based learning. She said each student was “matched” to games that were best suited for
their “learning issues” and abilities. In her experience, this was a great way to use game-based
learning as it provided an individualized learning plan that was best suited for the student. In this
case, she was motivated to play the game and she felt it helped in her understanding of the
subject.
All of the students supported the use of game-based learning as a regular part of math
curriculum. However, they continued to stress their dislike of the game used in this intervention,
Algebra Champ. Of particular note was the students’ frustration with the game set-up;
particularly the lack of playing level choice at start-up and the continuous timer which they
The students said game-based learning would make math “more fun” and “interesting.”
It also allowed for another way to “focus” on the material. They stressed the importance of game
choice noting the game should be “a good fit for where you are in math” and “not boring”.
They also noted their teacher was “cool” for introducing game-based learning into their
classroom. They voiced appreciation that he had been willing to try something new to make
“learning fun”.
Themes. Two themes emerged from the focus group with the students. The first theme
centered on the game design. The second theme showcased the students’ desire to have a
complementary teaching tool that is “fun” and beneficial in terms of focus and recollection of
material.
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Table 5 shows the two themes that emerged after completion of deductive coding of
transcripts.
Category # of References
Game Design 21
Teaching tool 35
As noted, the students were disappointed in the game design of Algebra Champ. They
found the game “boring” and “not challenging”. Given this situation, the researcher asked the
students to think about game-based learning in a broader context. This led to a discussion on the
overall use of game-based learning and the benefits it may bring. Students cited examples from
The students did note that the game provided benefits in terms of practice of existing
course knowledge and recall. Those with experience stressed the importance of game choice.
The second theme that emerged was the benefit of game-based learning in terms of
“making learning fun.” The students felt game-based learning is a creative way to join education
and fun in a way that is beneficial to students. They also noted the way in which games engage
and make them stay “more in tune” with the subject matter.
Teacher Journal
The teacher kept a journal throughout the duration of the study. He provided descriptions
of students’ reactions, frustrations and a description of the operations of the classroom. The
journal provides insight into the students’ feelings pre- post and during the intervention. The
teacher also shared his feelings throughout the intervention. Upon completion of the
intervention, he sent it to the researcher. The journal was color coded by theme.
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The themes that emerged from the teacher’s journal reflected those that arose in the
student post-intervention focus group. The teacher reported student feelings of being “nervous”
due to the timer component of the game. The teacher reported that he assured the students the
timer did not affect their game score and it was not an indicator of their math skills.
One of the major themes found in the teacher’s journal was the students’ negative
feelings about Algebra Champ. He reported that within three days of the intervention the
students “grumbled” that they had to continue to play the game. However, they did ask for a
different game. He noted, “A couple of them expressed an interest in finding another game.” He
stated that at the end of the intervention (day 8), the students “seemed bored” with the game.
Of particular note is the teacher’s note that “most everyone seemed to have put forth
earnest effort in playing Algebra Champ …”. The game choice will be discussed as a study
limitation in Chapter 5.
A post-intervention interview was conducted with the teacher. It occurred one week after
the classroom intervention had finished. The student post-intervention focus group had been
conducted.
The teacher was questioned on his future plans for game-based learning after the
completion of the intervention. The teacher noted his plan for the inclusion of game-based
learning into his curriculum. He noted the benefits of using a game to create a “more relaxed
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and receptive” environment for learning. He added that the addition of a game made it “easier
The teacher also emphasized the game choice was a challenge in terms of keeping the
students engaged due to its “simplicity.” Several students referred to the game as “corny.”
However, he noted that they still “couldn’t help themselves by to get involved and became
competitive.”
became hyper-focused on the timer vs. playing the game and using math skills. He noted this was
The teacher noted it was hard to comment specifically on student engagement due to the
students’ unhappiness with the game format. He said “it will depend greatly on the game format
and how individual reacts to that in determining if it’s going to increase engagement or
discourage engagement”. However, he noted that the use of a game was helpful for study
participants as they “couldn’t help but get sucked into” the game play and didn’t focus on the
game goal of learning. They looked at it as a way to have fun. Game choice is discussed in
The teacher noted the ongoing challenge of keeping students with ADHD engaged and
on-task during a lesson plan. He observed the study participants remained on-task and
The teacher summarized that providing students with ADHD an opportunity to focus on
conduit to have students focus on the “right material and actually progress in the curriculum.”
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achievement and learning. There was an improvement between the pre- and post-test quizzes.
The teacher noted his relief to see these results. He suggested the improvement came from a
The teacher was asked to comment on how this study will help educators and students
with ADHD. He noted the boundaries that may be in place in schools in terms of funding for
game apps, computers devices and classroom time. However, he noted, “I believe that
He stressed the benefit for students with ADHD as it’s an important way to engage them
in the learning process. He shared his plan for his class next year where he will add a game-
based app to the supply list for each of his classes. He noted that the related cost can be afforded
by all of his students due to the one-to-one computer and the family demographics.
Themes. Four themes emerged from the post-intervention teacher interview. The most
prevalent theme was student engagement. The second theme was math anxiety. The third theme
was fun in a learning environment. The fourth theme was game design.
Table 6 shows the themes and number of times mentioned in the interview.
Theme # of References
Student engagement 14
Math anxiety 4
Fun in a learning environment 4
Game design 3
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The theme of student engagement carried throughout the interview. The teacher
continuously cited the connection with student learning and engagement with the use of game-
based learning in his classroom. He provided specific examples of his students and their
increased attention during the study intervention. He stressed the potential benefits of using a
The theme of math anxiety was woven into the teacher’s commentary on the way the
study intervention was seen by students. Due to the game design incorporating a timer into play,
some students experienced increased anxiety. Once they understood the timer did not affect
score outcomes, the anxiety decreased, but was still exhibited. However, the teacher observed a
more relaxed approach to math with some students as they viewed the game as a fun way to learn
math.
As noted above, fun in a learning environment was a theme that emerged from the post-
intervention teacher interview. The teacher stressed the benefit of introducing game-play to his
The fourth theme that emerged was the design of the game. As noted in the student focus
group, the students did not care for the game design. It became a strong factor in student game
play. The teacher felt this could have hindered their game engagement and would look to another
Axial Coding
Once the open coding was analyzed, an axial coding process occurred. Bloomberg and
Volpe (2008) describe axial coding as a means “to generate theory from the data or modify or
“Study participants would have experienced the process, and the development of theory
might explain practice, or provide a framework for further research. A core component is
that theory development is generated by or “grounded” in data from the field –especially
in actions, interactions, and social processes.” (Bloomberg and Volpe, 2008, p. 33).
Further, Kendall (1999) describes axial coding as a means to formulate a theory from the
“Whereas open coding fractures the data into categories, axial coding puts the
data back together by making connections between the categories and subcategories.
Axial coding focuses on the conditions that give rise to a category
(phenomenon), the context (specific set of properties) in which it is
embedded, the action/interactional strategies by which the processes are carried
out, and the consequences of the strategies” (p. 793).
This process allowed for a systematic organization of the themes presented from the
student focus group; and teacher’s journal and interviews. Four identified open coding themes
were axial coded to further understand the phenomena found. The themes include: student
engagement, game design, teaching tool and learning fun. The themes were further grouped into
related categories to “further refine the category theme” (Merriam, 2009, p. 200).
One category, Game Design, stood alone as it brought forth negative connotations for
study participants. Their comments are noted in the earlier discussion of this study. Figure 5
Figure 5 shows the causal conditions created by the game company that designed Algebra
Champ. The game designers chose to add the timer element and did not allow for the “gamer” to
choose the appropriate level of challenge at the beginning of the game. At game introduction,
these game elements created stress and boredom in study participants. This is labeled as the
Continuing along the stream of the causal condition created by the timer element of the
game, it becomes clear that it invoked math anxiety for some study participants. Study
participants with self-described “math anxiety” found the condition exacerbated by these game
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elements. The teacher employed strategies to lessen these conditions through reminders and
prompting during game play. Despite the teacher’s attempt to reduce anxiety, the consequence is
A similar stream is found in the context of study participants’ labeling of the game as
“boring.” The teacher tried to encourage them to re-engage in game play, but the final
This analysis provides evidence that game choice is an important element in game-based
learning as students may have limited engagement if the game is not considered entertaining or
has design elements that have negative consequences. The choice of Algebra Champ for this
study is discussed in chapter five as a study limitation. The importance of game choice is also
discussed in Chapter 5.
Figure 6 shows the interconnectivity of the remaining categories found through the open
coding exercise.
Teaching Student
Tool Engagement
Game Learning
Design Fun
Figure 6 shows the connection between the remaining three categories found in the open
coding. Using game-based learning as a teaching tool influences student engagement and
learning fun. Students reported an increase in focus on math when game-based learning was
used. The teacher commented on the benefit of “making math fun” when adding game-based
The students also commented on the effect of game-based learning and “fun” in math and
in the classroom. They also commented on their increased focus using game-based learning.
This is of particular note with students with ADHD as focus and attention span are particularly
challenging and can effect academic outcomes (Zentall et. al, 2009).
The axial coding lends itself to a grounded theory approach as supported by Charmaz
(2006). The formation of the categories emerges from that actions observed, data collected and
analysis of codes. Whereas, the theory is the outcome of the analysis of the aforementioned
combined data.
Quantitative Data
The study participants were given a pre- and post-intervention quizzes to assess their
knowledge of specific algebra equations. Each quiz consisted of ten questions worth one point
each. The quiz questions were 10 single variable equations which paralleled those introduced as
practice problems in the Algebra Champ game. The questions were not the same, but assessed
The relationship between game-based learning and academic outcomes for students with
ADHD is examined in this study of N=3 students. Pre- and post-intervention quiz scores, as well
as the difference, were recorded for the three students and are shown in Table 7.
Student #1 8 9 1
Student #2 8 9 1
Student #3 5 10 5
Students scored higher on the post quiz than the pre quiz.
This section organizes the emergent themes in relation to the research questions.
The first question is best answered with quantitative data, but as noted earlier, the N for
this study did not allow for sufficient analysis to provide statistical analysis of collected data.
This study does not provide any qualitative data to support this question. Therefore, there are not
Themes that emerged in relation to this question include the use of game-based learning
to make learning fun; and increased student engagement due to game-based learning. These
themes were reported by all study participants—the teacher and the three students.
One teaching and learning. However, these attitudes were overshadowed by the game choice for
this study. The students’ answers focused on the benefit of game-based learning in terms of it
being something new and interesting compared to regular classroom teaching and assessments.
The teacher viewed game-based learning as a modality to support classroom teaching; not as a
replacement.
Summary
This chapter discussed the information gathered through the qualitative and quantitative
methodology outlined in Table 2. The data was gathered from one classroom teacher and three
study participants.
There were four methods used to collect data for the qualitative portion of the study.
These included pre- and post-intervention teacher interviews, analysis of the teacher’s journal
kept during the intervention and the post-intervention student focus group.
The quantitative data was points were taken from pre- and post-intervention quizzes
taken by the study participants. The quizzes measured the students’ understanding of specific
algebraic expressions that were taught using direct instruction and through the Algebra Champ
The qualitative portion of the study indicates students with ADHD are more engaged and
This is supported through the teacher’s post-intervention interview and journal. It is further
supported through the post-intervention focus group with the study participants. The axial coding
The quantitative portion of the study is statistically inclusive as the N in the data
calculation is too small to allow for statistically significant results. However, the raw data
indicates there was an increase in academic outcomes after the study intervention.
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Introduction
The purpose of this study was to determine the relationship between game-based learning
and academic outcomes in Algebra One for students with ADHD. This case study sought to
further the research of Ota and DuPaul which measured the academic engagement of students
with ADHD when game-based learning was introduced (Ota & DuPaul, 2002); and of Mautone,
DuPaul and Jitendra which used a case study to research the effects of computer-assisted
This case study found similar results to those of Ota and DuPaul in terms of an increase
in academic outcomes and on-task behavior of study participants. Like the Ota and DuPaul
study which also had a small number of participants, the findings are worthy of further research.
Although this study used different measures for academic outcomes and focus, results were
This study further corroborated the research of Gardner, Kolb, and Houge Mackenzie, et
colleagues which indicates students identified with different learning styles; i.e. multiple
intelligence, benefit from a learning environment that matches their learning style (Gardner,
1999; Houge Mackenzie et al., 2014; Kolb, 1984). All of these researchers discuss the
The study participants in this study explicitly stressed the importance of teaching
modalities that supported their individual learning styles. Although none used the academic
80
terminology of “multiple intelligence”, they did describe the need for making learning “fun” and
They also expressed appreciation of their teacher’s willingness to try a new concept to
“try a new thing”. One student noted, “I think having different approaches to learning, like
trying to find different ways that help students is a good thing, not just pencil, paper, here’s a
test”.
The quantitative component of this research sought to measure the academic outcomes of
study participants by comparing pre- and post-intervention quiz scores. The raw data shown in
Table 7 from the pre- and post-assessment indicated an increase in scores; however, it was
Conclusions
The research questions posed for this case study sought to test the researcher’s hypothesis
that game-based learning coupled with traditional classroom instruction increases academic
outcomes for children with ADHD. The research questions are noted below:
The answer to this question was inconclusive due to the low number of study
participants. This is discussed in more detail in the Recommendations section in this chapter.
This number was lower than expected after study recruitment was finalized.
Overall, as shown in Table 7 students scored higher on the post assessment than the pre
assessment. One student increased her results by 5 points and two increased by one point. The
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raw data indicates a relationship between game-based learning and academic outcomes for
Algebra One students with ADHD. However, this difference was not statistically significant.
The study participants and teacher indicated a positive attitude towards game-based
learning and math. This was measured through a student focus group, the teacher’s journal, and
The teacher reported an increased level of engagement with math when the students used
game-based learning to practice math concepts taught in class. As a result of this study, the
teacher plans to include game-based learning into his curriculum for next year.
with math. They reported a higher level of engagement and interest in math when game-based
learning complemented traditional classroom teaching. They projected that their interest in
game-based learning would lead to better academic outcomes as they would be more engaged in
math “practice”.
Lessons Learned
This research process provided several lessons to the researcher. These lessons will shape
future research and should be considered in future study designs. These lessons may lead to
The first lesson involves the recruitment of study participants. This researcher assumed
all parents/guardians who were approached would consent to the study. The teacher assumed the
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same. As it turned out, only three out of eight student’s parents consented. This small number
influenced the findings for question 1 of the research questions; leaving the researcher with little
data to consider. Future research will seek to invite a larger number of study participants to allow
The teacher asked to lead the recruitment efforts for this study due to his familiarity with
the students’ parents. However, results may have differed had the researcher done follow-up
communication to the teacher’s initial email to parents. The teacher had other responsibilities
that superseded study recruitment; therefore the process was not consistent with the study design
in terms of timing between the initial study introduction and the reminder email.
The second lesson reflects on the qualitative components of the study design. The focus
group with students allowed for a greater understanding of their attitudes, experience and
opinions on game-based learning. However, a deeper understanding may have been gained
Individual interviews may have allowed students to expand on their initial thoughts and
allowed the interviewer to ask questions focusing on the student’s unique experience. The
interviews would have also allowed the quieter students to have an equal amount of time to
express their opinions; whereas they may have felt overshadowed by more outgoing students in a
The third lesson involves game choice. As noted, the game choice was limited to a single
player game due to the school’s firewall system. The choice of Algebra Champ was made after
an informal poll to colleagues and online research. However, additional research to other school
districts may have identified another game that may have provided a better experience for the
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study participants. Time limitations of the study and researcher prevented this step from taking
place.
Recommendations
This study informs future research on the connection between game-based learning and
academic outcomes in children with ADHD. In doing so, researchers need to consider the
The following recommendations should be considered during the design phase of future
research. In doing so, future studies may lead to findings that are more informative to educators
simulators in Emergency Medicine, Lineberry and associates discuss the issue of duplicative
studies using small sample sizes in quantitative research. The authors suggest, “…rather than
having many underpowered and uncoordinated studies, it would be preferable for researchers to
collaborate and conduct coordinated experiments across multiple sites” (Lineberry et al., 2013).
Given the small sample size (N=3), it is recommended that future studies involve greater
sample sizes (N>30) in order to increase statistical power. However, a larger sample size may be
difficult to obtain due to the specificity of the population and the necessity to keep other
variables consistent.
Other studies have overcome this obstacle through recruitment of study participants at a
number of schools within a district, state or geography. Evans et al., had 107 participants from 3
schools in Virginia (2015). The study measured game-based learning in math and student
84
engagement. The researchers were able to achieve the larger number of participants through
Houge Mackenzie and associates discuss the issue of small sample sizes in studies on
“…Gillis, Gass, and Russell (2008) highlight the dearth of quantitative, longitudinal, and
randomized controlled studies in EE (experiential education). Ewert and Sibthorp (2009)
argue that self-selection (rather than randomly assigned treatment and control groups),
small sample sizes, and a range of confounding variables hinder the development of
evidence-based practice, empirically validated models of experience, and the holistic
understanding of underlying psychological processes” (2014, pp. 77-8).
The issue of statistical significance has long been discussed in relation to psychological
and education research (Harrison, Thompson, & Vannest, 2009; Kehle et al., 2007; Thompson,
2004). Harrison, Thompson and Vannest’s continued use of null hypothesis statistical
significance testing (NHSST) can lead researchers to easily reject a null hypothesis as the results
same conditions; i.e., teaching styles, student relations. Therefore the rejection of a null
In juxtaposition, Borg and Gall note the benefit of a small sample size in qualitative
research:
Borg and Gall’s discussion supports the qualitative work done in this study. The data
gathered through the student focus group, teacher interviews and journal, is informative towards
the conclusions. The accompanying data coding and analysis is time consuming and impractical
this study design. As noted earlier, the researcher was limited to single-player games as the
school’s firewall did not provide access for web-based multi-player games.
Ribeiro et al. outline the issue of multi-player game integration in school settings due to
firewalls (Ribeiro et al., 2013). They note, “Don’t underestimate the technical challenges…” (p.
The study intervention game, Algebra Champ, did not receive positive reviews from the
study participants due to the game design. The students found some design elements including
the timer to be a distraction. Despite their negativity towards the game design, the students did
report a positive experience using game-based learning in their Algebra One class.
Bourgonjon and colleagues stress the importance of “ease of use” for games to be
“Students like games better when the level of sophistication is high (Vivou, Katsionis &
Matsos, 2008). Games that are too easy or too hard will put students off. This stresses the
need to consider ease of use as a critical variable when studying video game acceptance in
a learning context” (2010, p. 1147).
The choice of game is the foundation for success with game-based learning and children
with ADHD. Bavelier and associates note the game must be engaging, challenging and full of
86
action to increase focus and filter out irrelevant information for children with ADHD (Bavelier et
al., 2011). The game must be appealing to the users to meet the intended objectives of the
educational process.
Ribeiro and associates discuss the use of game-based learning with students with
different learning styles (students with ADHD falling into this category). They note:
“Some of the main reasons outlined to explain this increase applied to learning contexts
are the actions rather than explanations, the creation of personal motivation and
satisfaction, the accommodation of multiple learning styles and abilities, the fostering of
decision-making and problem-solving activities in a virtual setting.” (Ribeiro, et al.,
2013, p. 427).
The game must be carefully reviewed to assess effectiveness for learning in a meaningful
context. There needs to be a relation between the computer game and the classroom curriculum.
The teacher must also assess the game for its age appropriateness and game design. Bourgonjon,
et al. note this is “an important predictor of student success” (Bourjongon et al., 2010).
learning is introduced to a classroom. The teacher must be accepting of the concept of game-
based learning and knowledgeable about the game design. Ketelhut and Schifter note the
“From our research, care needs to be given to supporting teachers as they develop
efficacy in using the innovation. Suggestions include giving teachers time to develop
personal comfort with and ownership over the technological intervention, and provide
teachers with models of successful implementation, as well as just-in-time support.
Further, researchers and designers need to take care to understand and engage the school
community” (2011, p. 545).
In this research, the classroom teacher was accepting and had familiarity with game-
based learning in association with Math. However, he had not used Algebra Champ prior to this
87
study. His pre-acceptance was an important component that assisted in the positive introduction
Ritzhaupt, Higgins and Allred (2010) stress the importance of a disciplined and careful
development support prior to the integration of game-based learning into a classroom for it to
provide intended benefits to students. Teachers must be trained on the proper “curriculum
The teacher in this study confirmed this during the post-intervention interview when he
discussed his plan to integrate game-based learning into his curriculum design for next year. He
noted the need to “further explore” game options that would properly align to his lesson plans
school has a firewall that does not allow for a multi-player game; choice is limited. If the study
site does not have these restrictions, additional games are available for use in the study (Ahmad
et al., 2010). This may provide a different experience other than reported in this study.
There are a number of limitations to this study. Firstly, the number of study participants
did not provide enough information for a statistically analysis to provide useful data. This has
created a limitation of data for Question 1. Secondly, the game choice was limited due to the
school’s firewall system. Thirdly, the study results may not be applicable to all schools due the
88
study setting of an independent school. Fourthly, the study results may not be applicable to
One of the most influential study limitations is the low number of study participants. As
discussed, this led to insufficient data for a strong statistical analysis to be performed. Future
research studies on this topic should include a recruitment mechanism with a higher number of
The game choice is a variable that is highly influential in this study. The students’
negativity associated with the game design affected the qualitative portion of this study as they
dedicated a large portion of the focus group to their game design complaints. Future research
should include a game that has been pilot tested in terms of game design. This is of particular
importance in a study with students with ADHD as negative feelings related to game design can
study design. The game must be engaging and aligned with students’ abilities to be a good fit.
A game choice that is not aligned can create a distraction and de-motivate students from playing.
The third study limitation is the applicability of this study’s findings to a broader
population of schools. This study was performed at an independent school with resources that
allow for a one-to-one computer device initiative. This is not the situation in every other United
States high school. Therefore, this limits the broader application of game-based learning in all
school settings.
89
The fourth study limitation is the age range of study participants. The setting is a high
school, thus the study participants are high school aged. The findings from this study may not be
Summary
This study shows game-based learning has a positive effect on students with ADHDs’
engagement and interest in Math. This further supports the work of Ota and DuPaul (2002) and
Mautone, DuPaul and Jitendra (2005). The analysis of the data from the qualitative portion of
this study lends itself to a grounded theory approach indicating game-based learning is an
Further research must be done to further explore the connection between game-based
learning and children with ADHD and academic outcomes. This preliminary research indicates
promise, but must be implemented on a larger scale to further test the hypothesis presented.
Although small in scale, this study will contribute to the literature on students with ADHD and
game-based learning.
90
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1. What are your thoughts on using game-based learning as a complement to your teacher’s
instruction?
2. Do you think game-based learning helped you focus more on the math curriculum?
a. If so, how?
b. Did you feel you were actively involved in decision-making during this game?
Can you give an example?
3. Do you think game-based learning helped you to better understand the material?
a. If so, how?
b. Were you more or less motivated by the game-based learning? Why do think that
was?
4. Should game-based learning be a regular part of your math learning? Why or why not?
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1. Research has shown students with ADHD fall behind acceptable levels in subject areas;
most notably math and reading. Supportive interventions can assist students with
struggles with executive function. What types of measures have you seen work? What
hasn’t worked?
2. What are the greatest difficulties in dealing with academic motivation for students with
ADHD?
3. Describe your feelings about the inclusion of game-based learning into your math
curriculum?
a. Are you hesitant to introduce it? Why or why not?
b. Are you excited to introduce it? Why or why not?
4. Do you think game-based learning will be helpful for your students with ADHD in terms
of academic achievement and learning?
Post Intervention
1. Now that the intervention has taken place, describe your feelings about the inclusion of
game-based learning into your math curriculum?
a. Did you find it a good tool? Why or why not?
b. Were you excited to introduce it? Why?
2. Did you find it helpful for your students with ADHD in terms of engagement?
3. Did you find it helpful for your students with ADHD in terms of on-task behavior?
4. Did you find it helpful for your students with ADHD in terms of academic achievement
and learning?
5. Did you find this particular game, Algebra Champ, a good tool? Why or why not?
6. How will this research help the ADHD population and educators?