Elsevier

Computers & Education

Volume 86, August 2015, Pages 192-211
Computers & Education

An application of adaptive games-based learning based on learning style to teach SQL

https://doi.org/10.1016/j.compedu.2015.03.015Get rights and content

Highlights

  • Systematic review of the literature presenting empirical evidence on adaptive GBL.

  • Evaluation of an adaptive GBL RPG game based on the Felder-Silverman learning style.

  • Learning effectiveness analysis on paper-based learning and learning through games.

  • Results show the game groups improve learning effectiveness.

  • Results show in-game adaptive game group has shortest completion times.

Abstract

The fact that each student has a different way of learning and processing information has long been recognised by educationalists. In the classroom, the benefits derived from delivering learning content in ways that match the student's learning style have also been identified. As new modes of delivery of learning content such as computer-assisted learning systems (e.g. eLearning) have become increasingly popular, research into these has also identified the benefits of tailoring learning content to learning styles. However, in games-based learning (GBL), the adaptation based on learning style to enhance the educational experience has not been well researched. For the purpose of this research, a game with three game modes has been developed: 1) non-adaptivity mode; 2) a mode that customises the game according to the student's learning style identified by using a learning style questionnaire; and 3) a mode that has an in-game adaptive system that dynamically and continuously adapts its content according to the student's interactions in the game.

This paper discusses the term adaptivity in a GBL context and presents the results of an experimental study investigating the differences in learning effectiveness of the different game modes compared to a paper-based learning. The study was performed with 120 Higher Education students learning the database language SQL (Structured Query Language). The results show that the game developed, regardless of mode, produced better learning outcomes than those who learned from a textbook while adaptive GBL was better in terms of allowing learners to complete the tasks faster than the other two game versions.

Introduction

The fact that each student has a different way of learning and processing information has long been recognised by educationalists (Felder and Brent, 2005, Kolb, 1984). In the classroom, the benefits derived from delivering learning content in ways that match the student's learning style have also been identified (Price, 2004, Smith and Renzulli, 1984). As new modes of delivery of learning content such as computer-assisted learning systems (e.g. eLearning) have become increasingly popular, research into these has also identified the benefits of tailoring learning content to learning styles (Miller, 2005).

However, as Connolly and Stansfield (2006) have suggested, eLearning simply replicates the traditional education system (classroom style) and may be overly focussed on method of delivery, i.e. delivering materials over the web rather than on actual teaching and learning, and indeed motivating and engaging the students in the learning process. In contrast, games, particularly video games, appear to be able to engage people over extensive periods of time and also motivate them to re-play the game repeatedly until they have mastered it (Kirriemuir & McFarlane, 2004). Therefore, some educationalists (for example, Prensky, 2006) have considered games to be a potential platform in supporting student learning and have turned their attention to what is now called games-based learning (GBL).

While many GBL applications have been developed in the last two decades, there remains a lack of empirical evidence to support the use of GBL for learning purposes (Connolly, Boyle, MacArthur, Hainey, & Boyle, 2012). Given that there appears to be genuine advantages for learning outcomes to be derived from the adaptation of teaching materials to learning styles in the classroom and remotely through eLearning, it may also be possible that GBL applications that are adapted to the individual's learning style would improve learning outcomes.

Kirriemuir and McFarlane (2004) have suggested that games, unlike classroom learning or eLearning, provide a different type of engagement as they demand constant interaction and generate a ‘flow’ that could assist in engaging students. It is therefore possible for students to adopt different leaning styles in GBL than they adopt in other learning settings.

In the next section, adaptivity is discussed followed by a short review of learning style theories and a review of previous empirical work in adaptive GBL particularly those based on learning styles. Section 3 presents the game that has been created for this research study and Section 4 discusses the research methodology used to evaluate the game. Section 5 discusses the evaluation of the adaptive GBL application. The evaluation includes analysis of the difference in learning effectiveness and completion times between experimental groups. Section 6 provides conclusions from the study and discusses future research directions.

Section snippets

Definition of adaptivity and adaptability

In computing, there are two types of adaptation process: adaptability and adaptivity (Jameson, 2003). Adaptability refers to the ability of the user to ‘adapt’ to the system by explicitly customising the system according to their preferences (Bontcheva, 2002). On the other hand, adaptivity, which is usually used in the context of a user-adaptive system, refers to the ability of the system to identify the user's preferences or characteristics and customise the system accordingly; that is, the

Learning-style-based adaptive GBL

For the purpose of this research, an adaptive GBL application based on learning styles was developed. The game was intended to teach the basics of the database programming language SQL (Structured Query Language) while the learning style adopted in this game was the Felder-Silverman learning style model, particularly the presentation elements (picture-text). The Felder-Silverman learning style model has been widely used in eLearning and its reliability and validity have been tested. When

Research questions

Research Question: How do GBL and adaptive GBL compare to traditional (paper-based) learning?

The main purpose of this research question is to evaluate whether the use of a game with adaptivity based on a student's in-game learning style can improve that student's learning compared to the use of one without any use of adaptivity, or a game with adaptivity based on a student's learning style as identified from a learning style questionnaire and non-game/text-based learning. Thus, this experiment

Results

This section describes the results of the experiment starting from differences in learning effectiveness followed by the completion time analysis between the experimental groups. Before discussing the results, it is noted that the tests were marked by the researcher and by an independent marker, an SQL expert. A reliability of the marking of the tests was conducted using the Cronbach Alpha test (Kinnear & Gray, 2008). The test showed that the Cronbach Alpha value of the reliability in marking

Conclusions and future directions

Adapting the learning content according to the student's learning style has been found to have a positive impact on learning. To investigate whether the same benefits apply to GBL, an experiment was conducted with research question as follows: How do GBL and adaptive GBL compare to traditional (paper-based) learning? The experiment investigates the differences in learning effectiveness between different adaptive modes of a game and more traditional (paper-based) learning and the difference in

Acknowledgements

This work has been co-funded by the EU Lifelong Learning Programme under contract 519057-LLP-1-2011-1-UK-KA3-KA3NW (Ed2.0Work – European Network for the integration of Web2.0 in education and work) and as part of the Games and Learning Alliance (GaLA) Network of Excellence on ‘serious games’ funded by the European Union in FP7 – IST ICT, Technology Enhanced Learning (see http://www.galanoe.eu).

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