Investigating the effect of online multiplayer game in a participatory situation on students' academic motivation and learning
Subject Areas : Infomartion TechnologyEskandar Alijani Alijanvand 1 , Hasan rashidi 2 , safiye Abdollahi 3 , Milad Aghveranluei 4 , Mehran Dasturani 5
1 - Department of Educational Technology, Faculty of Psychology and Educational Sciences, Allameh Tabatabai University, Tehran, Iran
2 - Assistant ProfessorAllameh Tabatabai University
3 - Department of Educational Technology, Faculty of Psychology and Educational Sciences, Allameh Tabatabai University
4 - Department of Educational Technology, Allameh Tabatabai University, Tehran, Iran
5 - Department of Educational Technology, Faculty of Psychology and Educational Sciences, Allameh Tabatabai University
Keywords: Learning, Academic motivation, Social Studies, sixth grade, online multiplayer game, participatory situation,
Abstract :
The purpose of this study is to determine the effectiveness of online multiplayer game in a participatory situation on academic motivation and learning. The research method is quasi-experimental with pre-test and post-test design with control group. The statistical population of the study includes all sixth grade male students in Tehran who were studying in the academic year 1400-1401. Two schools and two classrooms were selected as a sample by using purposive sampling method and 50 students participated in this study. The tool for collecting academic motivation data was the standardized questionnaire by Pour-Agha Rudbardeh and Talepasand, which was designed for the seventh grade . A four-choice teacher-made test was used to collect variable learning data. The validity of this test was determined at the appropriate level according to the use of the table of specifications, opinion of teachers and experts. Its reliability was also observed through K- 21, 0.71. The results obtained from univariate and multivariate analysis of covariance showed that the significance level is less than 0.05 (p <0.05). Thus, the statistical null hypothesis was rejected, it was found that there is a significant difference between the experimental and control scores in the scores of academic motivation and learning.
Energy Reviews 78, 855–867.
Alijani Alijanvand, E., Jafarkhani, F., Kermani, R & Rahimipour, Kh (2022). Investigating the effect of education through concept mapping method using SHAD application on learning and retention of sixth elementary social studies. The second conference on mobile learning in the Corona and post-Corona eras. Allameh Tabataba'i University. 4-5 March. [in Persian]
Azimi, E. (2013). Principles of design and role of computer educational games in educating the blind. Journal of Exceptional Education. Volume 13, Number 2. 45-49. [in Persian]
Bagheri, M & Talimi, R. (2021). The effect of gamification on learning and memorization of students' environmental concepts. Journal of Environmental Education and Sustainable Development. Volume 9, Number 3. 32-23. [in Persian]
Bahadori Khosroshahi, J. & Habibi Kalibar, R. (2016) The Relationship between Computer Games and Critical Thinking, Academic Motivation and Empathy in Students. The first national conference on family and emerging issues, Azerbaijan Shahid Madani University. December 2016. [in Persian]
Chen, C. H., Wang, K. C., & Lin, Y. H. (2015). The comparison of solitary and collaborative modes of game-based learning on students' science learning and motivation. Journal of Educational Technology & Society, 18(2), 237-248.
Cheng, Y. W., Wang, Y., Cheng, I. L., & Chen, N. S. (2019). An in-depth analysis of the interaction transitions in a collaborative Augmented Reality-based mathematic game. Interactive Learning Environments, 27(5-6), 782-796.
Clark, R. C. & Meyer, R. (2008). e-learning and educational science. (Translated by Aliabadi, Kh., Eskandari, A & Kanani,M). Tehran: Allameh Tabataba'i University Press. [in Persian]
Cuenca, L. J. M., & Martin, C. M. J. (2010). Virtual games in social science education. Computers & Education, 55(3), 1336- 1345.
Dehghani Firoozabadi, R., & Sardari Zarchi, M. (2018). The effect of computer games on motivation and academic achievement of elementary school students using data mining techniques. Fourth National Conference on Research in Educational Sciences, Psychology and Social Sciences, Tehran: September 2018. [in Persian]
El Mhouti, A., Nasseh, A., Erradi, M., & Vasquèz, J. M. (2017). Enhancing collaborative learning in Web 2.0-based e-learning systems: A design framework for building collaborative e-learning contents. Education and Information Technologies, 22(5), 2351-2364.
Esmaeili Gujar, S., Aliabadi, K. & Poorroustaei, S. (2017). The effect of web-based multifunctional educational computer games on students' learning and motivation. New media studies. Volume 3, Number 11.195-223. [in Persian]
Fardanesh, H. (2017). Theoretical foundations of educational technology. Tehran: SAMT. [in Persian]
Hsiao, H. S., Chang, C. S., Lin, C. Y., Chang, C. C., & Chen, J. C. (2014). The influence of collaborative learning games within different devices on student’s learning performance and behaviours. Australasian Journal of Educational Technology, 30(6).
Huang, W. H. (2011). Evaluating learners’ motivational and cognitive processing in an online game-based learning environment. Computers in Human Behavior, 27(2), 694-704.
Hwang, G. J., & Wu, P. H. (2012). Advancements and trends in digital game‐based learning research: a review of publications in selected journals from 2001 to 2010. British Journal of Educational Technology, 43(1), E6-E10.
Jabbari, N., & Eslami, Z. R. (2019). Second language learning in the context of massively multiplayer online games: A scoping review. ReCALL, 31(1), 92-113.
Jayakathan, R.(2002). Application of computer games in the field of education. Electronic Library, 20 (2), 98-102.
Khadivi, A & Malek Mohammadi, F (2008). Comparison of active and traditional teaching methods in the progress of science course and the level of creativity of third grade middle school students in Karaj in 2007-2008. Scientific Journal of Education and Evaluation. Volume 1, Number 2. 95-120 [in Persian]
Lim, K. Y., & Wang, J. Y. (2005). Collaborative handheld gaming in education. Educational Media International, 42(4), 351-359.
Meluso, A., Zheng, M., Spires, H. A., & Lester, J. (2012). Enhancing 5th graders’ science content knowledge and self-efficacy through game-based learning. Computers & Education, 59(2), 497-504.
Moghari, J & Moghimi Gask, A. (2017). New teaching methods. The first national conference of modern research in Iran and the world in psychology and educational sciences,Law and Social Sciences, Shiraz. [in Persian]
Moradi, R & Maleki, H. (2015). The effect of computer educational games on academic motivation of mathematical concepts of male students with learning disabilities. Psychology of Exceptional People, Volume 5, Number 18. [in Persian]
Papastergiou, M. (2008). Online computer games as collaborative learning environments: Prospects and challenges for tertiary education. Journal of educational technology systems, 37(1), 19-38.
Pouragha Rudbardeh, F & Tale Pasand, S. (2014). Construction and validation of a multi-factor questionnaire of academic motivation for the special edition of first year high school students in Semnan, Journal of Educational Measurement and Evaluation Studies, 4 (7), 61-83. [in Persian]
Prell, J., Nelson, W. R., & Foshay, J. (2012). The Effectiveness of Learning Geography Using Computer-based Games. The Journal of Special Education Apprenticeship, 1(2), 6.
Pujolà, J. T., & Appel, C. (2020). Gamification for technology enhanced language teaching and learning. In M. Kruk & M. Peterson (Eds), New technological applications for foreign and second language learning and teaching (ch. 5). IGI Global. https://doi.org/10.4018/978- 1-7998-2591-3.ch005
Qanei Rad, M. A. (2006). Student interactions, motivation and field action. Research and planning in higher education. Volume 12, Number 2. 1-22. [in Persian]
Rieber, L. P., Boyce, M., & Assad, C. (1990). The effects of computer animation on adult learning and retrieval tasks. Journal of Computerbased Instruction, 17(2), 46-5.
Riivari, E., Kivijärvi, M., & Lämsä, A. M. (2021). Learning teamwork through a computer game: for the sake of performance or collaborative learning?. Educational Technology Research and Development, 69(3), 1753-1771.
Sabirli, Z. E., & Coklar, A. N. (2020). The Effect of Educational Digital Games on Education, Motivation and Attitudes of Elementary School Students against Course Access. World Journal on Educational Technology: Current Issues, 12(4), 325-338.
Sergzi, N. M., Ordoni, M., Besharatnia, M. S., Dastamooz, M. R., & Abravan, M. J. H. (2020). Impact of Educational Computer Games on Academic Motivation and Stress Reduction in Students. International Journal of Elementary Education, 9(3), 71.
Stanley-Yolgeçen, A. J. (2018). Effect of Digital Gamification on Primary School Student Engagement and Achievement in Social Studies in an International School in China (Doctoral dissertation, State University of New York at Buffalo).
Sun P C, Tsai R J, Finger G, Chen Y Y, Yeh D. (2008). What drives a successful e-Learning? An empirical investigation of the critical factors influencing learner satisfaction. Computers & education.2008; 50(4): 1183-1202.
Utku, Ö., & Dolgunsöz, E. (2018). Teaching EFL Vocabulary to Young Digital Natives through Online Games: A Study with Turkish 5th Grade EFL Learners. International Online Journal of Education and Teaching, 5(1), 115-130.
van der Meij, H., Albers, E., & Leemkuil, H. (2011). Learning from games: Does collaboration help?. British Journal of Educational Technology, 42(4), 655-664.
Wu, M. L., Richards, K., & Saw, G. K. (2014). Examining a massive multiplayer online role-playing game as a digital game-based learning platform. Computers in the Schools, 31(1-2), 65-83.
_||_