Abstract
Digital learning games are thought to support learning by increasing enjoyment and promoting deeper engagement with the content, but few studies have empirically tested hypothesized pathways between digital learning games and learning outcomes. Decimal Point, a digital learning game that teaches decimal operations and concepts to middle school students, has been shown in previous studies to support better learning outcomes than a non-game, computer-based instructional system covering the same content. To investigate the underlying causes for Decimal Point’s learning benefits, we developed log-based detectors using labels from text replay coding of the data from an earlier study. We focused on gaming the system, a form of behavioral disengagement that is frequently associated with worse learning outcomes, and confrustion, an affective state that combines confusion and frustration that has shown mixed results related to learning outcomes. Results indicated that students in the non-game condition engaged in gaming the system at nearly twice the level of students in the game condition, and gaming the system fully mediated the relation between learning condition and learning outcomes. Students in the game condition demonstrated higher levels of confrustion during the self-explanation phase of the game, and while confrustion was not related to learning outcomes in the game condition, it was associated with better learning outcomes in the non-game condition. These results provide evidence that digital learning games may support learning by reducing behavioral disengagement, and that the effects of confusion and frustration may vary depending on digital learning context.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Aleven, V., McLaren, B.M., Sewall, J.: Scaling up programming by demonstration for intelligent tutoring systems development: an open-access website for middle school mathematics learning. IEEE Trans. Learn. Technol. 2(2), 64–78 (2009)
Aleven, V., et al.: Example-tracing tutors: Intelligent tutor development for non-programmers. Int. J. Artif. Intell. Educ. 26(1), 224–269 (2016)
Almeda, M.V., Baker, R.S.: Predicting student participation in STEM careers: the role of affect and engagement during middle dchool. J. Educ. Data Mining 12(2), 33–47 (2020)
Bacher-Hicks, A., Goodman, J., Mulhern, C.: Inequality in household adaptation to schooling shocks: covid-induced online learning engagement in real time. Natl. Bureau Econ. Res. 193, w27555 (2020)
Baker, R.S.: Gaming the system: a retrospective look. Philippine Comput. J. 6(2), 9–13 (2011)
Baker, R.S., De Carvalho, A.M.J.A., Raspat, J., Aleven, V., Corbett, A.T., Koedinger, K.R.: Educational software features that encourage and discourage “gaming the system”. In: Proceedings of the 14th International Conference on Artificial Intelligence in Education, pp. 475–482 (2009)
Baker, R.S., Corbett, A.T., Koedinger, K.R., Wagner, A.Z.: Off-task behavior in the cognitive tutor classroom: when students “game the system.” In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 383–390 (2004)
Baker, R.S., Corbett, A.T., Wagner, A.Z.: Human classification of low-fidelity replays of student actions. In: Proceedings of the Educational Data Mining Workshop at the 8th International Conference on Intelligent Tutoring Systems, pp. 29–36 (2006)
Bedwell, W.L., Pavlas, D., Heyne, K., Lazzara, E.H., Salas, E.: Toward a taxonomy linking game attributes to learning: an empirical study. Simul. Gaming 43(6), 729–760 (2012)
BrightBytes, Inc.: 2020 Remote learning survey research results (2020). https://www.brightbytes.net/rls-research. Accessed 12 Feb 2021
Calvo, R.A., D’Mello, S.: Affect detection: an interdisciplinary review of models, methods, and their applications. IEEE Trans. Affect. Comput. 1(1), 18–37 (2010)
Chen, T., Guestrin, C.: Xgboost: a scalable tree boosting system. In: Proceedings of the 22nd ACM SIGKDD International Conference on Knowledge Discovery and Data Mining, pp. 785–794 (2016)
Cheng, M.T., Chen, J.H., Chu, S.J., Chen, S.Y.: The use of serious games in science education: a review of selected empirical research from 2002 to 2013. J. Comput. Educ. 2(3), 353–375 (2015)
Cheng, M.T., Rosenheck, L., Lin, C.Y., Klopfer, E.: Analyzing gameplay data to inform feedback loops in the radix endeavor. Comput. Educ. 111, 60–73 (2017)
Chi, M.T., De Leeuw, N., Chiu, M.H., LaVancher, C.: Eliciting self-explanations improves understanding. Cogn. Sci. 18(3), 439–477 (1994)
Clark, D.B., Tanner-Smith, E., Killingsworth, S.: Digital games, design, and learning: a systematic review and meta-analysis. Rev. Educ. Res. 86(1), 79–122 (2016)
Cocea, M., Hershkovitz, A., Baker, R.S.: The impact of off-task and gaming behaviors on learning: immediate or aggregate? In: Proceeding of the 2009 Conference on Artificial Intelligence in Education: Building Learning Systems that Care: From Knowledge Representation to Affective Modelling, pp. 507–514. IOS Press (2009)
Common Sense Media. The common sense census: Media use by tweens and teens. https://www.commonsensemedia.org/research/the-common-sense-census-media-use-by-tweens-and-teens. Accessed 12 Feb 2021
Crocco, F., Offenholley, K., Hernandez, C.: A proof-of-concept study of game-based learning in higher education. Simul. Gaming 47(4), 403–422 (2016)
D’Mello, S., Lehman, B., Pekrun, R., Graesser, A.: Confusion can be beneficial for learning. Learn. Instr. 29, 153–170 (2014)
Di Leo, I., Muis, K.R., Singh, C.A., Psaradellis, C.: Curiosity… Confusion? Frustration! the role and sequencing of emotions during mathematics problem solving. Contemp. Educ. Psychol. 58, 121–137 (2019)
Fishman, B., Riconscente, M., Snider, R., Tsai, T., Plass, J.: Empowering Educators: Supporting Student Progress in the Classroom with Digital Games. University of Michigan, Ann Arbor. gamesandlearning.umich.edu/agames (2014)
Forlizzi, J., McLaren, B., Ganoe, C., McLaren, P., Kihumba, G., Lister, K.: Decimal point: designing and developing an educational game to teach decimals to middle school students. In: Busch, C. (ed.) Proceedings of the 8th European Conference on Games Based Learning (ECGBL-2014), pp. 128–135 (2014)
Gagnon, D. J., Harpstead, E., Slater, S.: Comparison of off the shelf data mining methodologies in educational game analytics. In: Proceedings of EDM, pp. 38–43 (2019)
Gamesandlearning.org. http://www.gamesandlearning.org/2014/06/09/teachers-on-using-games-in-class/. Accessed 15 Feb 2021
Glasgow, R., Ragan, G., Fields, W.M., Reys, R., Wasman, D.: The decimal dilemma. Teach. Child. Math. 7(2), 89-93 (2000)
Habgood, M.P.J., Ainsworth, S.E.: Motivating children to learn effectively: exploring the value of intrinsic integration in educational games. J. Learn. Sci. 20(2), 169–206 (2011)
Harpstead, E., MacLellan, C.J., Aleven, V., Myers, B.A.: Using extracted features to inform alignment-driven design ideas in an educational game. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 3329–3338. ACM (2014)
Harpstead, E., Richey, J.E., Nguyen, H., McLaren, B.M.: Exploring the subtleties of agency and indirect control in digital learning games. In: Proceedings of the 9th International Conference on Learning Analytics Knowledge, pp. 121–129. ACM (2019)
Hayes, A.F.: Introduction to Mediation, Moderation, and Conditional Process Analysis: a Regression-Based Approach. Guilford Publications (2017)
Irwin, K.C.: Using everyday knowledge of decimals to enhance understanding. J. Res. Math. Educ. 32(4), 399–420 (2001)
Johnson, C.I., Mayer, R.E.: Adding the self-explanation principle to multimedia learning in a computer-based game-like environment. Comput. Hum. Behav. 26, 1246–1252 (2010)
Ke, F.: Designing and integrating purposeful learning in game play: a systematic review. Educ. Tech. Research Dev. 64(2), 219–244 (2016)
Lee, D.M.C., Rodrigo, M.M. T., Baker, R.S., Sugay, J.O., Coronel, A.: Exploring the relationship between novice programmer confusion and achievement. In: International conference on affective computing and intelligent interaction, pp. 175–184. Springer, Heidelberg (2011). https://doi.org/10.1007/978-3-642-24600-5_21
Lehman, B., et al.: Inducing and tracking confusion with contradictions during complex learning. Int. J. Artif. Intell. Educ. 22(1–2), 85–105 (2013)
Liu, Z., Pataranutaporn, V., Ocumpaugh, J., Baker, R.: Sequences of frustration and confusion, and learning. In: Educational Data Mining (2013)
Mayer, R.E.: Computer games in education. Ann. Rev. Psychol. 70, 531–549 (2019)
McLaren, B.M., Adams, D.M., Mayer, R.E., Forlizzi, J.: A computer-based game that promotes mathematics learning more than a conventional approach. Int. J. Game-Based Learn. (IJGBL) 7(1), 36–56 (2017)
Mogessie, M., Richey, J.E., McLaren, B.M., Andres-Bray, JM.L., Baker, R.S.: Confrustion and gaming while learning with erroneous examples in a decimals game. In International Conference on Artificial Intelligence in Education, pp. 208–213, Springer, Cham (2020). https://doi.org/10.1007/978-3-030-52240-7_38
Nicholson, S.: A user-centered theoretical framework for meaningful gamification, vol. 8, no. 1, pp. 223–230. Games+ Learning + Society (2012)
Nicholson, S.: Two paths to motivation through game design elements: reward-based gamification and meaningful gamification. In: Proceedings of the iConference 2013, pp. 671-672 (2013)
Paquette, L., Baker, R.S., Moskal, M.: A system-general model for the detection of gaming the system behavior in CTAT and LearnSphere. In: International Conference on Artificial Intelligence in Education, pp. 257–260, Springer, Cham (2018). https://doi.org/10.1007/978-3-319-93846-2_47
Paquette, L., de Carvahlo, A., Baker, R., Ocumpaugh, J.: Reengineering the feature distillation process: a case study in detection of gaming the system. In: Educational Data Mining (2014)
Parong, J., Wells, A., Mayer, R.E.: Replicated evidence towards a cognitive theory of game-based training. J. Educ. Psychol. 112(5), 922–937 (2020)
Richey, J.E., et al.: More confusion and frustration, better learning: the impact of erroneous examples. Comput. Educ. 139, 173–190 (2019)
Richey, J.E., et al.: Confrustion in learning from erroneous examples: does type of prompted self-explanation make a difference? In International Conference on Artificial Intelligence in Education, pp. 445–457, Springer, Cham (2019b). https://doi.org/10.1007/978-3-030-23204-7_37
Riconscente, M.M.: Results from a controlled study of the iPad fractions game motion math. Games Cult. 8(4), 186–214 (2013)
Rodrigo, M.M.T., et al.: Affective and behavioral predictors of novice programmer achievement. In: Proceedings of the 14th ACM-SIGCSE Annual Conference on Innovation and Technology in Computer Science Education, pp. 156–160 (2009)
San Pedro, M.O.Z., Baker, R.S.J.D., Bowers, A.J., Heffernan, N.T.: Predicting college enrollment from student interaction with an intelligent tutoring system in middle school. In: Proceedings of the 6th International Conference on Educational Data Mining, pp. 177–184 (2013)
Schneider, B., Krajcik, J., Lavonen, J., Salmela-Aro, K., Broda, M., Spicer, J., et al.: Investigating optimal learning moments in U.S. and finnish science classes. J. Res. Sci. Teach. 53(3), 400–421 (2015)
Seaborn, K., Fels, D.I.: Gamification in theory and action: a survey. Int. J. Hum Comput Stud. 74, 14–31 (2015)
Serrano-Laguna, Á., Torrente, J., Moreno-Ger, P., Fernández-Manjón, B.: Application of learning analytics in educational videogames. Entertainment Comput. 5(4), 313–322 (2014)
Siew, N.M., Geofrey, J., Lee, B.N.: Students’ algebraic thinking and attitudes towards algebra: the effects of game-based learning using Dragonbox 12+ app. Electron. J. Math. Technol. 10(2), 66–79 (2016)
Sitzmann, T.: A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Pers. Psychol. 64, 489–528 (2011)
Slater, S., Ocumpaugh, J., Baker, R., Scupelli, P., Inventado, P.S., Heffernan, N.: Semantic features of math problems: relationships to student learning and engagement. In: Proceedings of the 9th International Conference on Educational Data Mining, pp. 223–230 (2016)
Stacey, K., Helme, S., Steinle, V.: Confusions between decimals, fractions and negative numbers: a consequence of the mirror as a conceptual metaphor in three different ways. In: Heuvel-Panhuizen, M.V.D. (ed.) Proceedings of the 25th Conference of the International Group for the Psychology of Mathematics Education, pp. 217–224. Utrecht, PME (2001)
Suh, S., Kim, S.W., Kim, N.J.: Effectiveness of MMORPG-based instruction in elementary English education in Korea. J. Comput. Assist. Learn. 26, 370–378 (2010)
Tokac, U., Novak, E., Thompson, C.G.: Effects of game-based learning on students’ mathematics achievement: a meta-analysis. J. Comput. Assist. Learn. 35(3), 407–420 (2019)
Vogel, J.J., Vogel, D.S., Cannon-Bowers, J., Bowers, C.A., Muse, K., Wright, M.: Computer gaming and interactive simulations for learning: a meta-analysis. J. Educ. Comput. Res. 34(3), 229–243 (2006)
Wouters, P., van Oostendorp, H. (eds.): Instructional Techniques to Facilitate Learning and Motivation of Serious Games. Springer, New York (2017)
Wu, C.H., Huang, Y.M., Hwang, J.P.: Review of affective computing in education/learning: trends and challenges. Br. J. Edu. Technol. 47(6), 1304–1323 (2015)
Yip, F.W.M., Kwan, A.C.M.: Online vocabulary games as a tool for teaching and learning English vocabulary. Educ. Media Int. 43, 233–249 (2006)
Acknowledgements
This work was supported by the National Science Foundation Award #DRL-1661121. The opinions expressed are those of the authors and do not represent the views of NSF. Thanks to Jimit Bhalani, John Choi, Kevin Dhou, Darlan Santana Farias, Rosta Farzan, Jodi Forlizzi, Craig Ganoe, Rick Henkel, Scott Herbst, Grace Kihumba, Kim Lister, Patrick Bruce Gonçalves McLaren, and Jon Star for important contributions to the development and early experimentation with Decimal Point.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2021 Springer Nature Switzerland AG
About this paper
Cite this paper
Richey, J.E. et al. (2021). Gaming and Confrustion Explain Learning Advantages for a Math Digital Learning Game. In: Roll, I., McNamara, D., Sosnovsky, S., Luckin, R., Dimitrova, V. (eds) Artificial Intelligence in Education. AIED 2021. Lecture Notes in Computer Science(), vol 12748. Springer, Cham. https://doi.org/10.1007/978-3-030-78292-4_28
Download citation
DOI: https://doi.org/10.1007/978-3-030-78292-4_28
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-78291-7
Online ISBN: 978-3-030-78292-4
eBook Packages: Computer ScienceComputer Science (R0)