Research
Research
AS AN EDUCATIONAL SOFTWARE
A Research Paper
Tagaytay City
Researchers
Research Adviser
December 2020
EFFECTIVENESS OF VIDEO GAMES AS AN EDUCATIONAL SOFTWARE
CHAPTER I
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,
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
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
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
example of these types of games are massively multiplayer online games. Rather
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.
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?
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
include other subjects, such as Math or English, it only focuses on the subject
Science.
It has been observed that there are plenty of students that are not
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
game can be used by teachers in their tests or quizzes. It will make the quiz
Definition of Terms
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
rules and conditions that govern them. The application comes with a library of
etc.) that can be inserted into rules and other behavior groups to create new
effects.
classification or identification.
EFFECTIVENESS OF VIDEO GAMES AS AN EDUCATIONAL SOFTWARE
Research Paradigm
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
This chapter presents pieces of foreign and local literature that is helpful
Conceptual Literature
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
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
and social in nature. A small but significant body of research on the positive
positive, and mechanisms by which playing video games may foster real-world
James Paul Gee (1993). Good games operate at the outer and growing edge of
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,
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
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.
work is a well written and easily readable guide for academics and young
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
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
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
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,
play bridge, and in more recent years have learned to play a wide variety of
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
childhood. In recent years, computers have made older games more accessible.
Research Literature
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
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
were better receiving sensory data and translating it into accurate decisions.
EFFECTIVENESS OF VIDEO GAMES AS AN EDUCATIONAL SOFTWARE
hours of action video game play improved visual contrast sensitivity compared to
controls. Games can also treat amblyopia (also called lazy eye), a condition
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
Synthesis
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
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
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
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
authors support each other with the idea that games are very good at interaction
learning.
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
the researcher in conducting the research. It also includes the description of the
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,
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
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
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
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
the respondents. The researchers finalized in calculating the data of the no. of
Statistical Treatment
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.
n = N / (1+Ne2)
n = No. of samples
N = Total population
n
- computed mean
∑ - summation of responses
Chapter IV
This chapter presents the analysis and interpretation of data based on the
responses of the participants of the study. Data presented include the difficulties
Knowledge
gameplay, and graphics. It could be seen that the Gameplay is marked the
weighted mean of 2.09. This means that these two areas gave the respondents
the Game
Difficulty
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
with relentless optimism, at something we’re good at (or getting better at) and
Design
Learner’s
difficulty in…
realness
Gameplay of the game in terms of its realness showed with a weighted mean of
ideas to our audience, and the better we communicate the more information that
Appendix
EFFECTIVENESS OF VIDEO GAMES AS AN EDUCATIONAL SOFTWARE
Figures