Factors Influencing Game-Based Learning in the Colombian Context: A Mixed Methods Study
Abstract
:1. Introduction
- What are students’ learning outcomes and experiences in the GBL intervention?
- What are the possible factors that influence the outcomes of students’ GBL, and how do these factors exert their influence?
2. Literature Review
2.1. GBL: Definition and Key Characteristics
2.2. Learning Engagement in Serious Games
2.3. GBL in Language Teaching: Benefits and Limitations
2.4. Influencing Factors for GBL
3. GBL Intervention
4. Methodology
4.1. Participants
4.2. Context and Procedure
4.3. Data Collection
4.4. Data Analysis
5. Findings
5.1. Quantitative Findings
5.1.1. Correlational Results
5.1.2. Predictors of Post-Test Scores
5.2. Qualitative Findings
5.2.1. Male and Female Students Differ in Learning Gains in the GBL Processes
5.2.2. Students’ Family Condition Influenced Their Performance in GBL
5.2.3. Prior Knowledge Positively Influences Students’ Performance in GBL
5.2.4. The Effect of Engagement on GBL Performance
6. Discussion
Practical Implications
7. Conclusions
Limitations and Future Research
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Appendix A. Learning Engagement Questionnaire
- Part One: Basic information
Name | Birth sex |
Age | Grade |
Living condition (lives with both parents: Y or N) | Economic condition (middle/low, poor condition) |
- Part two: Engagement
- Emotional engagement
- The vocabulary in Bethe1Challenge was very easy to understand.
- I was effective in using Bethe1Challenge since it was engaging.
- The activities and missions presented in Bethe1Challenge facilitated my active participation.
- Bethe1Challenge caught my attention.
- Bethe1Challenge allowed for my learning of relevant vocabulary in English.
- The use of a mobile device to play Bethe1Challenge made me interested.
- Cognitive engagement
- I demonstrated my interest and enthusiasm, as well as the use of positive humor, while using Bethe1Challenge.
- Bethe1Challenge is relevant for engaging students in vocabulary learning.
- Bethe1Challenge enhanced my engagement in learning English.
- I focused on the missions assigned in Bethe1Challenge.
- Behavioral engagement
- I completed all the missions in the game.
- I spent all the necessary time answering the questions in Bethe1Challenge.
- If I could not complete a mission on the first attempt, I kept working on it until I completed it.
- I want to continue using Bethe1Challenge in my learning process.
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Behaviorism | Cognitivism | Humanism | Constructivism | |
---|---|---|---|---|
Game rules | Players are aware of what can be done and what cannot be done. | Players need to predict or guess the rules through logical thinking. | Players engage in direct experiences and are encouraged to reflect upon them. | Game rules are constructed through experimentation and reflection. |
Game play | Each action results in a specific response in the game world. | Learning is promoted through scaffolding, with context-dependent knowledge. | Players can play the games at their own pace and in their own mood, with a learner-centered design. | Players build expertise by developing new strategies and interacting with others. |
Game narrative | Game narratives provide clear instructions on the learning tasks. | Players actively learn the meanings of settings, events, characters, and tactics by linking the game with previous gaming experiences. | Players learn about the meaning of the game through interactions with peers or avatars. | The player’s perception of the game world is constructed through social dialogue and interaction. |
Basic Information | Categories (Assigned Value) | Number | Percentage |
---|---|---|---|
Gender | Female (0) | 37 | 57.8% |
Male (1) | 27 | 42.2% | |
Age | 15 | 23 | 35.9% |
16 | 26 | 40.6% | |
17 | 11 | 17.2% | |
18 | 3 | 4.7% | |
19 | 1 | 1.6% | |
Living with both parents | No (living with one/neither) (0) | 36 | 56.3% |
Yes (1) | 23 | 43.8% | |
Economic condition | Poor a (0) | 44 | 68.8% |
Lower middle-class b (1) | 20 | 31.3% |
Selective Coding | Axial Coding | Open Coding | Number of Codes |
---|---|---|---|
Contextual influence | Engaging versus distracting | Responsibility | 56 |
Willingness to learn | 48 | ||
Making an effort | 35 | ||
Motivation | 31 | ||
Perceived game difficulty | 30 | ||
Good game features versus bad game features | Use of games | 38 | |
Game mechanics | 45 | ||
School support versus family support | Peer support | 43 | |
Teacher support | 37 |
Mean | SD | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |
---|---|---|---|---|---|---|---|---|---|---|---|
1 | 1 | 0.214 | −0.14 | 0.038 | 0.291 * | 0.038 | 0.081 | −0.139 | 0.302 * | ||
2 | 1 | 0.193 | 0.034 | −0.104 | 0.125 | 0.22 | −0.072 | −0.103 | |||
3 | 1 | −0.017 | −0.168 | 0.165 | 0.047 | 0.248 * | −0.148 | ||||
4 | 1 | −0.198 | −0.224 | −0.21 | −0.03 | −0.259 * | |||||
5 | 9.70 | 6.690 | 1 | 0.191 | 0.21 | 0.269 * | 0.739 ** | ||||
6 | 3.927 | 0.537 | 1 | 0.670 ** | 0.556 ** | 0.348 ** | |||||
7 | 4.039 | 0.570 | 1 | 0.360 ** | 0.16 | ||||||
8 | 4.086 | 0.533 | 1 | 0.402 ** | |||||||
9 | 17.58 | 5.324 | 1 |
Model 1 | |||||
Factors | B | SE | β | t | VIF |
Gender | 3.568 | 1.301 | 0.334 | 2.742 ** | 1.088 |
Age | −0.859 | 0.701 | −0.151 | −1.226 | 1.108 |
Living with both parents | −0.818 | 1.29 | −0.077 | −0.634 | 1.078 |
Economic condition | −3.052 | 1.331 | −0.268 | −2.293 * | 1.003 |
R2 (Adjusted R2) | 0.197 (0.142) | ||||
ΔR2 | 0.197 | ||||
ΔF | 3.617 * | ||||
Model 2 | |||||
Factors | B | SE | β | t | VIF |
Gender | 1.3 | 1.009 | 0.122 | 1.289 | 1.207 |
Age | −0.302 | 0.521 | −0.053 | −0.579 | 1.133 |
Living with both parents | −0.112 | 0.954 | −0.011 | −0.118 | 1.089 |
Economic condition | −1.468 | 1.004 | −0.129 | −1.462 | 1.054 |
Pre-test | 0.534 | 0.075 | 0.671 | 7.142 *** | 1.197 |
R2 (Adjusted R2) | 0.573 (0.536) | ||||
ΔR2 | 0.376 | ||||
ΔF | 51.010 *** | ||||
Model 3 | |||||
Factors | B | SE | β | t | VIF |
Gender | 1.805 | 0.92 | 0.169 | 1.963 | 1.275 |
Age | −0.053 | 0.482 | −0.009 | −0.11 | 1.231 |
Living with both parents | −1.26 | 0.892 | −0.118 | −1.412 | 1.212 |
Economic condition | −1.609 | 0.929 | −0.141 | −1.732 | 1.146 |
Pre-test | 0.462 | 0.072 | 0.581 | 6.455 *** | 1.395 |
Emotional engagement | 2.551 | 1.167 | 0.257 | 2.187 * | 2.389 |
Cognitive engagement | −2.407 | 0.991 | −0.258 | −2.428 * | 1.948 |
Behavioral engagement | 2.431 | 1.024 | 0.243 | 2.375 * | 1.813 |
R2 (Adjusted R2) | 0.681 (0.635) | ||||
ΔR2 | 0.108 | ||||
ΔF | 6.235 ** |
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Aguilar-Cruz, P.J.; Wang, P.; Xiang, Z.; Luo, H. Factors Influencing Game-Based Learning in the Colombian Context: A Mixed Methods Study. Sustainability 2023, 15, 7817. https://doi.org/10.3390/su15107817
Aguilar-Cruz PJ, Wang P, Xiang Z, Luo H. Factors Influencing Game-Based Learning in the Colombian Context: A Mixed Methods Study. Sustainability. 2023; 15(10):7817. https://doi.org/10.3390/su15107817
Chicago/Turabian StyleAguilar-Cruz, Paola Julie, Peiyu Wang, Zongping Xiang, and Heng Luo. 2023. "Factors Influencing Game-Based Learning in the Colombian Context: A Mixed Methods Study" Sustainability 15, no. 10: 7817. https://doi.org/10.3390/su15107817
APA StyleAguilar-Cruz, P. J., Wang, P., Xiang, Z., & Luo, H. (2023). Factors Influencing Game-Based Learning in the Colombian Context: A Mixed Methods Study. Sustainability, 15(10), 7817. https://doi.org/10.3390/su15107817