EFFECTIVENESS OF VIDEO GAMES
AS AN EDUCATIONAL SOFTWARE
A Research Paper
Presented to the Senior High School
Tagaytay City Science National High School
Tagaytay City
In Partial Fulfilment of the Requirement in Practical Research I
GIANN ERICE MANAIG
LANCE ELMO DEL ROSARIO
EARL MARCUS PAGLINAWAN
JOHN MAVERICK REYES
JIRO ISAAC SEROTE
Researchers
MRS. ADORACION ARELLANO
Research Adviser
December 2020
EFFECTIVENESS OF VIDEO GAMES AS AN EDUCATIONAL SOFTWARE
CHAPTER I
THE PROBLEM AND ITS BACKGROUND
Introduction
Video games are becoming popular for adults and mostly kids. 97% of
kids play video games in their computer or console (Sanders, 2015). With this
people are making educational games for kids to enjoy learning more, but, they
focus on toddlers more than teens. Teens, especially male, are more familiar
video games than the opposite gender (Pew Internet and American Life Project,
2008). Many of them get low grades for not studying because of these games.
They think of educational games as lame for many of the games are made for
toddlers. A study shows that playing video games may increase manual dexterity
and computer literacy (Norcia, 2014). It is also said that the method of repetition,
which is present in games, has long been considered an effective method in
reinforcing patterns.
Mackay said that we may think we’re pretty smart, but in fact we have
very little notion of how humans learn. Kids know: They play games until, that is,
they go to school. That’s when the games stop. And often, so does the learning.
According to Johnson (2010), games are a way for students to experience the
struggles and successes of collaboratively working towards a solution to a
complex problem set within an interesting storyline. It also points out that
although games have been a staple in classrooms for years, “… they are single-
player or turn-based rather than truly collaborative.” The report defines three
EFFECTIVENESS OF VIDEO GAMES AS AN EDUCATIONAL SOFTWARE
types of educational gaming – “games that are not digital; games that are digital,
but that are not collaborative; and collaborative digital games.” the primary focus
of this discussion is digital games that are not collaborative and some
collaborative digital games not collaborative digital games are single player type
games and collaborative games are multiplayer games requiring players to
interact with each other. Some examples of digital games that are not
collaborative are Typing Instructor, Cell Craft, and Sim city. Examples of
collaborative digital games are World of Warcraft, Moonbase Alpha, and DoTA 2.
Collaborative digital games allow students to work with others and develop deep
thinking and problem-solving rather than just memorization of a topic. One
example of these types of games are massively multiplayer online games. Rather
than a single dimension of play, Massively Multiplayer Online Games (MMOG)
include a number of “sub-games or paths of engagement that are available to
players” (Horizon Report). The various levels of engagement require students to
work both on their own and within a group to accomplish a pre-determined goal
within a storyline. The games are challenging and often force students to
research the topic further outside of the game in order to understand and
succeed.
Statement of the Problem
The study focused on the development of an Educational Game. It sought to
answer the following questions:
Main Problem: Are students able to learn from the software?
EFFECTIVENESS OF VIDEO GAMES AS AN EDUCATIONAL SOFTWARE
1. Are there any other benefits that the students may reap while playing the
game?
2. Will the game affect the High school student’s perspective on educational
games?
3. Will the game be able to entertain the players while giving knowledge at the
same
time?
4. Is the game easy to play?
Scope and Limitations
This research is about making an educational game about Science. It
also includes the testing to find out if it is effective. If successful, the researchers
do not plan to sell the product yet. The game will only use Science questions and
will not go further. The game is developed in game engine GameSalad. This
game engine contains a behaviour-based logic system. The game doesn’t
include other subjects, such as Math or English, it only focuses on the subject
Science.
Significance of the Study
It has been observed that there are plenty of students that are not
interested in Science. If this research is successful, it will become very useful in
solving this problem. The game can teach them about Science and increase their
interest all the while they’re having a good time. It will also be economically
EFFECTIVENESS OF VIDEO GAMES AS AN EDUCATIONAL SOFTWARE
significant if marketed however the researchers do not plan to do so yet. This
game can be used by teachers in their tests or quizzes. It will make the quiz
enjoyable and help the students learn much easier.
Definition of Terms
This section will help you understand the research more.
Collaborative – produced or conducted by two or more parties working together.
Digital games – is an interactive program for one or more players, meant to
provide entertainment at the least, and quite possibly more. An adaptation of
'traditional' game systems, with rules, player representation, and environment
managed through electronic means.
Behavior-based logic system – a graphical user interface for describing the rules
and the behavior of game objects. Behaviors are components of an actor that
can either instantaneously, or persistently, affect the actor depending on the
rules and conditions that govern them. The application comes with a library of
behaviors (for movement, changing attribute states, affecting collision, saving,
etc.) that can be inserted into rules and other behavior groups to create new
effects.
GameSalad – is an authoring tool developed by GameSalad, Inc. used by
educators and non-programmers alike. It consists of a visual editor and a
behavior-based logic system for programming the game.
Coding – the process of assigning a code to something for the purposes of
classification or identification.
EFFECTIVENESS OF VIDEO GAMES AS AN EDUCATIONAL SOFTWARE
Convenient – allowing to do something easily or without trouble.
Game Engine – a software framework designed for the creation and
development of video games.
Bugs – a programming fault causing system failure.
(All meanings attained from Dictionary.com)
Research Paradigm
Figure 1. Shows the input, process and output in the study.
Input Process Output
Planning Coding Testing
Figure 1. Shows the input, process and output
First, the researchers will pick the best design and theme of the game. The
design and the theme for the game will be decided by doing a small survey
among the students. The mechanics of the game will be decided also. Then the
researchers will make the animations for the game. It will be developed in the
game engine GameSalad. After the game development, the researchers will get
questions about Science from the internet. Lastly, the game will be played by
chosen people, but before that, the researchers will check if the game is ready to
use. The researchers will ensure that there are no bugs and errors in the game.
EFFECTIVENESS OF VIDEO GAMES AS AN EDUCATIONAL SOFTWARE
CHAPTER II
REVIEW OF RELATED LITERATURE
This chapter presents pieces of foreign and local literature that is helpful
in exploring the topic of the study.
Conceptual Literature
The Benefits of Playing Video Games by Isabella Granic (2007). Video
games are a ubiquitous part of almost all children’s and adolescents’ lives, with
97% playing for at least one hour per day in the United States. The vast majority
of research by psychologists on the effects of “gaming: has been on its negative
impact: the potential harm related to violence, addiction, and depression. We
recognize the value of that research; however, we argue that a more balanced
perspective is needed, one that considers not only the possible negative effects
but also the benefits of playing these games. Considering these potential benefits
is important, in part, because the nature of these games has changed
dramatically in the last decade, becoming increasingly complex, diverse, realistic,
and social in nature. A small but significant body of research on the positive
effects if playing video games, focusing on four main domains: cognitive,
motivational, emotional, and social. By integrating insights from developmental,
positive, and mechanisms by which playing video games may foster real-world
psychological rationale to inspire new programs of research on the largely
unexplored mental health benefits if gaming. Finally, we end with call to
intervention researchers and practitioners to test the positive uses of video
games, and we suggest several promising directions of doing so.
EFFECTIVENESS OF VIDEO GAMES AS AN EDUCATIONAL SOFTWARE
What Video Games Have to Teach Us About Learning and Literacy by
James Paul Gee (1993). Good games operate at the outer and growing edge of
a player is competence, remaining challenging, but do-able, while schools often
operate at the lowest common denominator as said by Di Sessa (2002). Since
games are often challenging, but do-able, they are often also pleasantly
frustrating which is a very motivating state for human beings. To achieve this,
good games allow players to customize the game to their own levels of ability
and styles of learning. For instance, Rise of Nations lets player tweak almost
every element in the game, and offers skills tests as well, to ensure that nearly
everyone can find the outer edge if the competence. Furthermore, players can
continually adjust the game as their competence grows. Games allow players to
be producers and not just consumers. Along with the designer, the player is
action co-create the game world. As players make choices about what to build in
Rise of Nations, what skills and missions to choose in The Elder Scrolls:
Morrowind, or what moral decisions to make in Star Wars|: Knights of the Old
Republic players are as much come with the game to build new scenarios, maps,
or episodes (for example, a scenario in Age of Mythology or a skateboard park in
Tony Hawk). According to Brown (1994), too often, students in schools consume,
but do not produce, knowledge, and rarely get to help design the curriculum.
Good games confront players in the initial game levels with problems that are
specifically designed to allow players to form good generalizations about what
will work well later when they face more complex problems. Often, in fact, the
EFFECTIVENESS OF VIDEO GAMES AS AN EDUCATIONAL SOFTWARE
initial levels of a game are in actuality hidden tutorials. Work in cognitive science
has shown that people need to be presented with problems in a fruitful order,
getting initial problems that set up good generalizations for later problems. If they
are confronted too early with problems that are too complex, they often come up
with creative solutions, but ones that turn out, in the end.
Using Games to Enhance Learning and Teaching by Dave Moursund. This
work is a well written and easily readable guide for academics and young
researchers interested in using games for an educational purpose. It provides a
useful overview of the key beneficial attributes of games and also discusses
ways and techniques that would enhance the pedagogical effectiveness of their
use. Moreover it provides some very interesting discussion on the use of the
Alternate Reality Game in a pedagogical context. It is perhaps the one game
genre which stands outs the most here. In publishing this work the authors have
very astutely filled a gap in the existing field of books on this topic, and have
done so in a very detailed and comprehensive manner. A thoroughly practical
discussion set in a theoretical framework, this book hones the experiences
gained from earlier research to compile characteristics of games that can be
incorporated in an educational environment. It is quite an interesting compilation
and a highly recommended piece of work. Now think back to your childhood. I’ll
bet that you can think of games that you played that were fun and made
significance contributions to your learning. A personal examples that comes to
mind is the game if monopoly. I probably spent hundreds of hours playing this
EFFECTIVENESS OF VIDEO GAMES AS AN EDUCATIONAL SOFTWARE
game. Indeed, as a child I enjoyed playing many different card games, board
games that involved dice or spinners, and board games such as Checkers,
Chess and Go that do not depend on randomness. As a young adult I learned to
play bridge, and in more recent years have learned to play a wide variety of
computer games. Games have contribute significantly to my informal and formal
learning. Playing games that involved two or more people was an important
component of my social development and social life. Game playing was such an
important part of my childhood that I made sure it was a part of my children’s
childhood. In recent years, computers have made older games more accessible.
Research Literature
Scientific Studies Show Why Everyone Should Play Video Games by
Miguel Vidaure (2016). According to recent research, playing video games (in
moderation) can actually help us become better learners. One of the most
convincing studies was performed by Dezhong Yao and a team who actually
performed MRI scans of the brain on two groups: amateur gamers and expert
gamers. Researchers from Priceton University and the University of Rochester
also sought to explore whether video games can help us think and react faster,
C. Shawn Green, PhD, conducted an impressive study during his stay at the
University of Rochester, N.Y. Since video games require a player to view
constantly-moving peripheral imagers, Green sought to prove that active gamers
were better receiving sensory data and translating it into accurate decisions.
EFFECTIVENESS OF VIDEO GAMES AS AN EDUCATIONAL SOFTWARE
Cognitive Benefits of Playing Video Games by Peter Gray (2015). Fifty
hours of action video game play improved visual contrast sensitivity compared to
controls. Games can also treat amblyopia (also called lazy eye), a condition
where one eye essentially becomes non-functional. Li and colleagues (2011)
performed experiments in which some adults with disorder played action video
games using only the bad eye (the good eye was covered). Other adults with the
disorder did other things with the good eye covered, such as knitting or watching
television. The result was that those in the gaming condition showed great
improvement often to normal or near-normal functioning while those in the other
conditions did not.
Synthesis
The literature presented above were found to be useful in this study.
Isabela Granic (2007) stated that games, which are widely popular with people of
this age, have benefits which come with playing with them. Though most
researchers only study the negative effects has studied about the good impacts
on players caused by gamers. A state of pleasant frustration challenging but
double is an ideal state for learning several content areas such as science as
cited by Di Sessa (2000). These two authors agree that games have benefits and
can be used for improvement of the student.
According to Brown (1994), too often, students in schools consume, but do
not produce, knowledge, and rarely get to help design the curriculum. Good
EFFECTIVENESS OF VIDEO GAMES AS AN EDUCATIONAL SOFTWARE
games confront players in the initial game levels with problems that are
specifically designed to allow players to form more complex problems.
Researchers de Jong and van Joolingen (1998) concluded that adding
appropriate instructional supports and scaffolding to simulations or games may
help with challenges students may encounter in this type of discovery learning.
The se researchers agree on the fact that games can be used as an effective
way to teach.
Teachers can facilitate the transfer of skills by leading pre- and postgame
discussions which connect the games with other things students are learning in
class Ash (2011). Students can be encouraged to share different ways of
approaching a problem. Based on review 17 students focused on game order for
the lessons learned in computer games to transfer to other contexts. These
authors support each other with the idea that games are very good at interaction
learning.
According to Csikszentmihalyi (1990), games contain the pieces
necessary to engage students and help them enter a state of flow where they are
fully immersed in their learning environment and energized and focused on the
activity they are involved in. When complete attention is devoted to the game, a
player may lose track of time and not notice other distractions. Games support
many of the components of flow such as clear goals, direct and immediate
feedback, balance between ability level and challenge, and sense of control.
EFFECTIVENESS OF VIDEO GAMES AS AN EDUCATIONAL SOFTWARE
CHAPTER III
METHODOLOGY
This chapter presents the research design and instruments used by
the researcher in conducting the research. It also includes the description of the
Participants of the study.
Research Design
First, the researchers made the sprites for the characters, buttons,
options, etc, needed on the output then, they converted it into png format. After
making the sprites, they imported it to GameSalad, the game engine that the
EFFECTIVENESS OF VIDEO GAMES AS AN EDUCATIONAL SOFTWARE
researcher used to make their product. Then after they put the sprites into the
output of the game, they set some attributes and the codes needed for the
sprites to gain movements and functions. Then after setting some attribute they
placed the behaviour of the sprites was made, after the sprites, the researchers
put the questions, and the answer that is needed in the game. And they also
put some rules to the answers so the game can function well. Lastly, after
putting those things, they input the other decorations like the soundtracks,
music, and background as well.
Participants of the Study
The study involves ten (10) Grade-X learners of Tagaytay City Science
National High School, batch 2018-2019 and a test that was prepared as the
basis for comparing which involve lessons related to the game's questions and
the first quarter of Grade-X Science. Five (5) of these learners studied before
testing the product. These five (5) learners got a perfect score in the test, while
the other one who used the game as a reviewer got a score of four (4) out of
five. These learners are important because their curriculum is centered on
learning Science and they focus on academics better on the campus.
Data Gathering Instrument
EFFECTIVENESS OF VIDEO GAMES AS AN EDUCATIONAL SOFTWARE
The data gathering instrument used in this study is a self-constructed
test. The items that are included in the test were based on Grade-X's first
quarter modules and also their feedback about what they experienced while
playing the game.
For introduction, first the researcher explained how their study works
for the respondents to gave knowledge on what to do. Then after that they
showed the product and let the respondents play the game which is the
product. After playing the game the researchers gave the respondents some
questions in the test to answer and compare.
The test consults of having 5 questions. For every question there is a blank
space beside the number and choices which they will choose the answer based
on their preparations. They will answer the questions by putting their answer's
letter before the number.
Data Gathering Procedures
After answering the test, the researchers calculated the answers of
the respondents. The researchers finalized in calculating the data of the no. of
respondents (including their scores) that are involved in their study.
Statistical Treatment
In interpreting the data gathered, the Mean was used. Also,
interpreting this data by using the Slovin’s fomula. Those were used to find
EFFECTIVENESS OF VIDEO GAMES AS AN EDUCATIONAL SOFTWARE
the average of the responses for each item in the test under those five (5)
items.
The formula in computing the Slovin’s formula is:
n = N / (1+Ne2)
n = No. of samples
N = Total population
e = error margin / margin of error
The formula in computing Mean is:
n
- computed mean
x – response of the respondent
∑ - summation of responses
N – total number of respondents
Chapter IV
PRESENTATION, ANALYSIS, AND INTERPRETATION OF DATA
EFFECTIVENESS OF VIDEO GAMES AS AN EDUCATIONAL SOFTWARE
This chapter presents the analysis and interpretation of data based on the
responses of the participants of the study. Data presented include the difficulties
encountered by the learners at playing the game ‘Quest for Knowledge’.
1. Difficulties Encountered by Respondents in Playing the Game Quest for
Knowledge
Table 1 shows the summary of these difficulties based on the controls,
gameplay, and graphics. It could be seen that the Gameplay is marked the
highest with a weighted mean of 2.91. It was followed by Graphics with a
weighted mean of 2.09. This means that these two areas gave the respondents
difficulties in playing the game.
Table 1. Summary of Difficulties Encountered by Respondents in Playing
the Game
Areas of Weighted Mean VI Rank
Difficulty
1. Graphic Design 2.09 Disagree 2
2. Controls 1.81 Disagree 3
3. Gameplay 2.91 Disagree 1
It was revealed in Table 1 that the respondents experienced difficulty on the
Gameplay of the game. This means that the gameplay needs improvement in
order for the people who will play Quest For Knowledge be immersed to the
game. As McGonigal (2010) said, “A game is an opportunity to focus our energy,
EFFECTIVENESS OF VIDEO GAMES AS AN EDUCATIONAL SOFTWARE
with relentless optimism, at something we’re good at (or getting better at) and
enjoy. In other words, gameplay is the direct emotional opposite of depression.”
Table 2. Difficulties Encountered by Respondents in Terms of Graphic
Design
Learner’s
encountered Weighted Mean VI Rank
difficulty in…
1. Graphic 2.23 Disagree 1
realness
2. Smoothness 1.90 Disagree 2
3. Graphical bugs 1.40 Strongly Disagree 3
It is revealed in Table 2 that the respondents had experienced difficulty in the
Gameplay of the game in terms of its realness showed with a weighted mean of
2.23. It was seconded by smoothness with a weighted mean of 1.90. Then it is
followed by graphical bugs with a weighted mean of 1.40. It It is said by Freilich
(2013) that “…graphics is a way of communication that we use to portray our
ideas to our audience, and the better we communicate the more information that
they can retain.”
EFFECTIVENESS OF VIDEO GAMES AS AN EDUCATIONAL SOFTWARE
Appendix
EFFECTIVENESS OF VIDEO GAMES AS AN EDUCATIONAL SOFTWARE
Figures