Skip to main content
Top
Published in:

11-10-2022 | Original Paper

Stats Kwon Do: a Case Study in Instructional Design, Multimedia and Gamification of Instruction

Authors: David Coffland, Theresa Huff

Published in: TechTrends | Issue 6/2022

Login to get access

Activate our intelligent search to find suitable subject content or patents.

search-config
loading …

Abstract

Anxiety surrounding the taking of online statistics courses in higher education is a common issue. Many studies have been conducted on the cause of math anxiety as well as anxiety in computer-based learning. The purpose of this study was to examine whether using gamification and Mayer’s Multimedia principles in an asynchronous, online statistics course would reduce state anxiety in learners. Based on previous research that showed adding gamification elements to a learning environment lowered student anxiety, the original statistics course was redesigned around a gamified, martial-arts theme: informally called Stats Kwon Do, which incorporated several gamified elements such as a storyline, achievements, applied equipment, and boss battles. Additionally, specific multimedia principles were used in the redesign that research had shown relieved anxiety, such as segmenting, personalization, and coherence. Over the course of two semesters, two different groups of students went through the Stats Kwon Do course and provided weekly feedback (a) to guide continued improvements to the course and (b) to reflect on how they felt about the course. Over 1200 comments were gathered and analyzed to see which parts, if any, of the redesigned course reduced anxiety. The results showed that initial anxiety decreased significantly during the first two weeks with students citing gamification elements as a contributing factor. However, most comments noted specific multimedia principles that contributed to the reduction of anxiety, specifically, shorter videos (segmenting), repeated opportunities to learn and practice material, and the use of visual elements.
Literature
go back to reference Balo_Iu, M. (2004). Statistics anxiety and mathematics anxiety: Some Interesting differences I. Educational Research Quarterly, 27(3), 38–48. Balo_Iu, M. (2004). Statistics anxiety and mathematics anxiety: Some Interesting differences I. Educational Research Quarterly, 27(3), 38–48.
go back to reference Clark, R. C., & Mayer, R. E. (2016). e-Learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning (4th ed.). Wiley. Clark, R. C., & Mayer, R. E. (2016). e-Learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning (4th ed.). Wiley.
go back to reference Cruise, R. J., Cash, R. W., & Bolton, D. L. (1985). Development and validation of an instrument to measure statistical anxiety. American Statistical Association Proceedings of the Section on Statistical Education, 4(3), 92–97. Cruise, R. J., Cash, R. W., & Bolton, D. L. (1985). Development and validation of an instrument to measure statistical anxiety. American Statistical Association Proceedings of the Section on Statistical Education, 4(3), 92–97.
go back to reference Eltahir, M. E., Alsalhi, N. R., Al-Qatawneh, S., AlQudah, H. A., & Jaradat, M. (2021). The impact of game-based learning (GBL) on students’ motivation, engagement and academic performance on an Arabic language grammar course in higher education. Education and Information Technologies, 26(3), 3251–3278. https://doi.org/10.1007/s10639-020-10396-wCrossRef Eltahir, M. E., Alsalhi, N. R., Al-Qatawneh, S., AlQudah, H. A., & Jaradat, M. (2021). The impact of game-based learning (GBL) on students’ motivation, engagement and academic performance on an Arabic language grammar course in higher education. Education and Information Technologies, 26(3), 3251–3278. https://​doi.​org/​10.​1007/​s10639-020-10396-wCrossRef
go back to reference Grootenboer, P., & Marshman, M. (2015). Mathematics, affect and learning. Springer. Grootenboer, P., & Marshman, M. (2015). Mathematics, affect and learning. Springer.
go back to reference Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and instruction. Pfeiffer. Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and instruction. Pfeiffer.
go back to reference McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin Group. McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin Group.
go back to reference Onwuegbuzie, A. J., & Wilson, V. A. (2003). Statistics anxiety: Nature, etiology, antecedents, effects, and treatments – a comprehensive review of the literature. Teaching in Higher Education, 8(2), 195–209.CrossRef Onwuegbuzie, A. J., & Wilson, V. A. (2003). Statistics anxiety: Nature, etiology, antecedents, effects, and treatments – a comprehensive review of the literature. Teaching in Higher Education, 8(2), 195–209.CrossRef
go back to reference Peters, J., & Cornetti, M. (2020). Deliberate fun: A purposeful application of game mechanics to learning experiences. Sententia. Peters, J., & Cornetti, M. (2020). Deliberate fun: A purposeful application of game mechanics to learning experiences. Sententia.
go back to reference Prensky, M. (2001). Digital game-based learning. McGraw-Hill. Prensky, M. (2001). Digital game-based learning. McGraw-Hill.
go back to reference Spielberger, C. D. (Ed.). (1966). Anxiety and behavior. Academic. Spielberger, C. D. (Ed.). (1966). Anxiety and behavior. Academic.
go back to reference Spielberger, C. D., Gorsuch, R. L., & Lushene, R. E. (1970). Manual for the state-trait anxiety inventory. Consulting Psychologists Press. Spielberger, C. D., Gorsuch, R. L., & Lushene, R. E. (1970). Manual for the state-trait anxiety inventory. Consulting Psychologists Press.
go back to reference Sweller, J., & Chandler, P. (1991). Evidence for cognitive load theory. Cognition and Instruction, 8(4), 351–362.CrossRef Sweller, J., & Chandler, P. (1991). Evidence for cognitive load theory. Cognition and Instruction, 8(4), 351–362.CrossRef
Metadata
Title
Stats Kwon Do: a Case Study in Instructional Design, Multimedia and Gamification of Instruction
Authors
David Coffland
Theresa Huff
Publication date
11-10-2022
Publisher
Springer US
Published in
TechTrends / Issue 6/2022
Print ISSN: 8756-3894
Electronic ISSN: 1559-7075
DOI
https://doi.org/10.1007/s11528-022-00793-y

Other articles of this Issue 6/2022

TechTrends 6/2022 Go to the issue

Column: Rethinking Creativity and Technology in Education

Exploring Organizational Creativity and Mindfulness with Ravi S. Kudesia

Premium Partner