RSA#4:
Motivation and Performance in a Game-Based Intelligent Tutoring System
Article
Link: http://psycnet.apa.org/journals/edu/105/4/1036/
Game-based
learning is an attractive option in education because it utilizes highly
motivational, engaging resources to foster learning and increase problem
solving skills. Another use for
game-based learning is within tutoring systems that can be used to support the
work done in a traditional classroom.
Jackson and McNamara (2013) state that the use of games provides
motivation while offering an opportunity to work with an individualized,
adaptive resource. The use of
individualized, motivating games at home could offer the necessary tutoring to
help students reach deeper levels of understanding.
Motivation can
be defined as the “students’ desire to perform a task and willingness to expend
effort on that activity” (Jackson & McNamara, 2013). Because motivation is a key factor to keeping
students engaged in the learning process, Jackson and McNamara recognize an
indirect link between the two. Students will stick with and gain understanding
of a topic if it is presented in a motivating way. Games require participation and often provide
audio and visual stimulation to engage the user. They also involve competition, whether
against another player or in an effort to win the game. The act of winning something can be enough of
a motivating factor that students expend effort on the task and subsequently
gain knowledge on a topic.
Since games
can be an effective resource in a classroom in order to provide motivation to
apply what has been taught, research has been done to study how games can be
used as a remedial tool. Bente Meyer
(2013) argued that since games can be used at home or at school for
entertainment as well as educational purposes, parents might be well-advised to
use games to supplement their children’s school experiences. In order to create “competent 21st
century learners and citizens” (p. 40), she suggests the use of games as
strategy to provide tutoring that supports classroom learning when the teacher
isn’t available to work with the students such as when the student is at home.
One game-based
resource that can be used at home to reinforce language learning is Mingoville
English (n.d.). It is intended for
preschool and primary aged children. Mingoville
is a platform that constantly changes as the characters move through Mingoville
School and Mingoville Virtual World while learning English. It offers the option to learn or play allowing
students to gain and apply understanding of language skills. The motivation comes from the receipt of
rewards such as the growth of tree as the student passes levels and the chance
to customize the Mingo character.
Mingoville
offers students opportunities to learn language skills at school and at home
with a motivational, adaptive program, however it is not a good fit for every
third grade student. It is likely that
only English Language Learners (ELL) benefit most from this program at the
third grade level. Another resource that
can be used in a third grade classroom to bridge learning environments between
home and school is the Fast ForWord Reading Series (2014). The purpose of Fast ForWord products is to
provide a game-based intervention meant
to increase reading and language levels that improve performance in all subject
areas. The program uses characters that
perform tasks and are rewarded with certificates as the tasks are completed. Assessments and tracking are provided to
offer data illustrates the improvement made by students. This program would be a good choice for
tutoring rather than instruction because it supports reading and language
skills rather than working on classroom topics of study.
Fast ForWord
and Mingoville are two game-based resources that can be used to tutor students
outside the classroom, especially for language acquisition. Because games have been found to be
motivational in the classroom, research has been done to study how games can be
used outside the classroom as parents strive to ensure “the academic success of
their children in a context of increasing educational competition and
marketization” (Meyer, 2013, p. 39).
Games offer the flexibility of being able to be used in many settings while
providing entertainment and education to teach, practice, and remediate many
skills.
References
Jackson, G. T. & McNamara, D. (2013) Motivation and performance in a
game-based intelligent tutoring system. American Psychological Association, 105,
1036-1049. doi: 10.1037/a0032580
Meyer, B. (2013). Game-based language learning for pre-school children: A
design perspective. The Electronic Journal
of e-Learning, 11, 39-48. Retrieved from www.ejel.org
Mingoville English. (n.d.) Retrieved from www.mingoville.com
Scientific Learning Corporation. (2014). Fast ForWord
Reading Series. Retrieved from http://www.scilearn.com/products/fast-forword-reading-series
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