To Quiz or to Shoot When Practicing Grammar? Catching and Holding the Interest of Child Learners: A Field Study
The result's identifiers
Result code in IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F68081740%3A_____%2F22%3A00556600" target="_blank" >RIV/68081740:_____/22:00556600 - isvavai.cz</a>
Alternative codes found
RIV/00216208:11320/22:10452971 RIV/00216208:11210/22:10452971
Result on the web
<a href="https://www.frontiersin.org/articles/10.3389/fpsyg.2022.856623/full" target="_blank" >https://www.frontiersin.org/articles/10.3389/fpsyg.2022.856623/full</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.3389/fpsyg.2022.856623" target="_blank" >10.3389/fpsyg.2022.856623</a>
Alternative languages
Result language
angličtina
Original language name
To Quiz or to Shoot When Practicing Grammar? Catching and Holding the Interest of Child Learners: A Field Study
Original language description
Learning grammar requires practice and practicing grammar can be boring. We examined whether an instructional game with intrinsically integrated game mechanics promotes this practice: compared to rote learning through a quiz. We did so 'in the field.' Tens of thousands children visited, in their leisure time, a public website with tens of attractive online games for children during a 6-week-long period. Of these children, 11,949 picked voluntarily our grammar training intervention. Thereafter, unbeknown to them, they were assigned either to the game or the quiz condition. By means of learning analytics, we examined variables related to participants’ persistence and performance. The results showed large participant drop-out before completing the first level in both conditions (42.2%), confirming the boringness of the topic. More children completed at least one level in the game compared to the quiz (61.8 vs. 53.6%). However, more children completed the intervention (all six levels) with the quiz (6.0 vs. 4.3%). In the game, children answered fewer questions correctly (36.3 vs. 47.4) and made more errors compared to the quiz (16.1 vs. 13.1). These findings suggest that even if a game initially catches user attention, it may not hold it. Plus, even if it is a minimalistic game with intrinsic integration of learning and playing, it may be distractive. We conclude that persistence in practicing grammar may be driven by other means than by a game’s shooting mechanics, for instance, by a desire to learn the topic and a feeling of achievement or by quizzing mechanics.
Czech name
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Czech description
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Classification
Type
J<sub>imp</sub> - Article in a specialist periodical, which is included in the Web of Science database
CEP classification
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OECD FORD branch
50101 - Psychology (including human - machine relations)
Result continuities
Project
<a href="/en/project/GA19-02532S" target="_blank" >GA19-02532S: EduGames4K: Designing educational games for kids</a><br>
Continuities
I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace
Others
Publication year
2022
Confidentiality
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Data specific for result type
Name of the periodical
Frontiers in Psychology
ISSN
1664-1078
e-ISSN
1664-1078
Volume of the periodical
13
Issue of the periodical within the volume
duben
Country of publishing house
CH - SWITZERLAND
Number of pages
9
Pages from-to
856623
UT code for WoS article
000792497400001
EID of the result in the Scopus database
2-s2.0-85129049466