Introduction
Related work
Educational games
Mobile learning
Game | Pedagogical objective | Operating system |
---|---|---|
Edugame (Hssina et al., 2014) | Teaches construction of words, recognition of letters or mathematical operations | Android |
Geometry game (Ketamo, 2002) | Teaches geometry | iOS. |
MEL game (Sandberg et al., 2011) | Teaches English as a second language | Android |
Frequency 1550 (Huizenga et al., 2007) | Teaches the history of Amsterdam | iOS |
Candy Factory (Aslan 2011) | Teaches fraction in mathematic | iOS |
(Furió et al. 2013) | Teaches the knowledge about multiculturalism, solidarity and tolerance | iOS. |
Game implementation
Game design
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The amount of displayed information: It was taken into consideration to make it more readable and visible on the screen. This can affect positively the comprehension and the memorization of the presented information regarding computer architecture. Churchill (2011) recommended that the displayed information on the mobile device’s screen should be short.
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The game graphics: It was resized with keeping into consideration the graphic clarity. High quality graphics increase the likeability of a game. This can increase the immersion experience while learning using the game.
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Virtual buttons: To control the game character, virtual buttons on the touch screen were designed. However, this technology can be tricky, especially for learners who have fat fingers (Siek et al., 2005). Therefore, these buttons were designed with a large size. This facilitates controlling the game by all types of learners.
Game learning activities
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Collecting information: Within the game, the learner can use his/her game character to collect different item (coins, key, etc.). Each one of these items gives the learner information regarding the computer architecture subject.
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Jumping through answers: In this learning activity, the learner has to control the game character and jump from a rock to another. Each rock has an answer to a question. If the learner jumps on the wrong rock, it falls down and he/she loses.
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Shooting answers: The learner has to control his/her game character in its zeppelin and fight a flying enemy. In this learning activity, this enemy will give the learner a question and he/she has to shoot the correct answer. If the answer is correct the enemy’s blood level decreases. Otherwise, the learner’s blood level decreases.
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A rewarding system: For every correct answer or step the learner does, a clapping sound will be played. This makes the learners feel that they did well and increases their confidence and motivation level (McClarty et al., 2012).
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A feedback system: The game provides guidance and further details during the learning process. This helps learners to enhance their level of knowledge regarding the computer architecture subject. According to Oblinger (2004), feedback supports learners in making progress within the interactive process of probing, reacting, hypothesizing and planning.
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An incremental level of difficulty: The game provides ample opportunities for “challenge”, which is an important characteristic of educational games, by using goals and incremental levels of difficulty (Malone and Lepper, 1987).
Experiment
Hypothesis
Educational mobile games can enhance the learners’ learning experience of the computer architecture subject.
Participants
Instruments
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Technology Acceptance Model (TAM) questionnaire: It is a Likert scale questionnaire which aims to evaluate the learner’s satisfaction after using the game. After the learning-playing process, the learners have to answer by giving points which range from 1: Strongly agree to 7: Strongly disagree. TAM is a widely used model in information science (King and He, 2006). Besides, it has been used to validate different application such as electronic courseware (Park et al., 2007) and multimedia learning environment (Saadé et al., 2007). The questionnaire contains 13 statements and covers the four variables of TAM which are (Davis, 1989): (1) Ease of use (EOU) which defines the degree to which learners find the game easy to use and free of effort, (2) Usefulness (U) which defines the degree to which learners think that the game will enhance their level of knowledge while learning computer architecture, (3) Attitude towards using the game (ATT) which defines the degree to which learners report a favorable and positive attitude towards the game after using it and, (4) Intention to use the system (INT) which defines the degree to which learners are willing to use the game again in the future to learn computer architecture.
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5 stars rating method: To evaluate the learners’ likeability of the new educational game after using it, a very popular method which is the 5 stars rating method is used. This method is frequently used by different online stores such as Amazon, Netflix, and iTunes (Teamhively, 2011). The learners have to show the level of their likeability of the game by selecting the number of stars that represent it (number of stars ranges from 1: low likeability level to 5: high likeability level).
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Interviews: To investigate the opinion of the learners towards the game, live interviews were used. This method allows learners to be more forthcoming in their answers (Bryman and Burgess, 1998). After the learning-playing process, learners were asked about their opinions and how they felt while learning-playing using the game; were they motivated, satisfied, or bored? Did they find the game interesting or not? This helps evaluating Science Soldier through their given feedback.
Results
Learners’ satisfaction
Variables | Statements |
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U | Using this game enhances the learning process |
Using this game improves the learning effectiveness | |
Overall, I find this game useful for learning a new course | |
EOU | Learning using this game is easy for me |
I find it takes a lot of effort to learn using this game | |
Overall, I find this game easy to use | |
ATT | I dislike the idea of using this game |
I have a generally favorable attitude toward using this game | |
I believe it would be a good idea to use this game for learning | |
Using this game is a foolish idea | |
INT | I intend to use this game during my learning process |
I will return to this game often | |
I intent to use this game frequently for learning |
Variable | Number of items | Cronbach’s alpha |
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EOU | 3 | 0.723 |
U | 3 | 0.758 |
ATT | 4 | 0.721 |
INT | 3 | 0.737 |
Construct | EOU | U | ATT | INT |
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Average | 2.01 | 1.22 | 1.67 | 2.41 |
Median | 2 | 1 | 1 | 2.17 |
Factors | U | ATT | INT | |
---|---|---|---|---|
EOU | Pearson’s r value | .566a
| 485a
| 691a
|
p-value | .000 | .000 | .000 | |
N
| 27 | 27 | 27 |
Learners’ likeability
Learners’ opinions
Learners | Opinions |
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Learner1 | I really liked learning using this educational game. |
Learner2 | I think that more additional work on the game design will even make it better. |
Learner3 | I loved this game and I will use it more often in the future. |
Learner4 | I recommend making the game levels longer. This will help us learn and play more. |
Learner5 | I wish that the game can deliver other courses. This will make it more efficient. |