To Quiz or to Shoot When Practicing Grammar? Catching and Holding the Interest of Child Learners: A Field Study
Identifikátory výsledku
Kód výsledku v 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>
Nalezeny alternativní kódy
RIV/00216208:11320/22:10452971 RIV/00216208:11210/22:10452971
Výsledek na webu
<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>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
To Quiz or to Shoot When Practicing Grammar? Catching and Holding the Interest of Child Learners: A Field Study
Popis výsledku v původním jazyce
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.
Název v anglickém jazyce
To Quiz or to Shoot When Practicing Grammar? Catching and Holding the Interest of Child Learners: A Field Study
Popis výsledku anglicky
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.
Klasifikace
Druh
J<sub>imp</sub> - Článek v periodiku v databázi Web of Science
CEP obor
—
OECD FORD obor
50101 - Psychology (including human - machine relations)
Návaznosti výsledku
Projekt
<a href="/cs/project/GA19-02532S" target="_blank" >GA19-02532S: Návrhové principy pro tvorbu výukových her pro děti</a><br>
Návaznosti
I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace
Ostatní
Rok uplatnění
2022
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
Frontiers in Psychology
ISSN
1664-1078
e-ISSN
1664-1078
Svazek periodika
13
Číslo periodika v rámci svazku
duben
Stát vydavatele periodika
CH - Švýcarská konfederace
Počet stran výsledku
9
Strana od-do
856623
Kód UT WoS článku
000792497400001
EID výsledku v databázi Scopus
2-s2.0-85129049466