The Case of a Multiplication Skills Game: Teachers’ Viewpoint on MG’s Dashboard and OSLM Features
Abstract
:1. Introduction
“to take in information from many sources and make decisions quickly; to deduce a game’s rules from playing rather than by being told; to create strategies for overcoming obstacles; to understand complex systems through experimentation”
2. Digital Games and DGBL
3. Teachers’ Attitude toward Digital Games
- Teachers’ perceptions of the value of incorporating digital games in the classroom. More analytically according to teachers’ beliefs, the main reasons to use digital games in the classroom are the following:
- To offer students a safe learning environment where the consequences of failure are smoother [49]
- To empower students’ activeness [48],
- To offer students feedback on their learning skills and actions [48],
- To visualize students’ progress for them to watch [48],
- To propose additional learning material or a reward [37],
- To entertain students [37],
- To support evolvement as digital games are considered ‘the future’ (teachers support the belief that the adoption rate of game-based learning will continue to speed up in the very immediate future [37]).
- Teachers’ acceptance that games play an important role in their teaching procedure. Acceptance of digital games by teachers depends on many factors:
- Teachers who experience playing games in their spare time are interested in the idea of digital games in their teaching process [45,50,51,52], while teachers’ ability to effectively deal with new technologies does not necessarily imply that they support the idea of digital games in the classroom [37,45]
- Usefulness and learning opportunities offered by the game [37],
- Teachers’ own experience, which has convinced them about the positive consequences of technology [48],
- Teachers’ perceptions on barriers against using games in the classroom. The main factors that discourage teachers from using digital games may be the following:
- Perceived negative effects of gaming e.g., addiction, emotional suppression, repetitive stress injuries, relationship issues, social disconnection [32],
- Unprepared students [32] that delay teaching, as without adequate preparation at home, students cannot cope with the subject and concepts, and therefore, they deprive the class of the opportunity to play games or the teacher needs to consume teaching time for repeating the same teaching material,
- Limited budgets [32] that lead to poorly equipped computer school labs, etc.,
- Classroom management issues [41] that can vary but take away the opportunity from the teacher to deal with issues such as the adoption of digital games,
- Teachers’ own poor efficacy in using the technologies, in combination with anxiety toward scenarios of failure [52].
4. Adaptiveness and Open Learner Modeling
5. OLM Visualization Options
- Bar Charts and Histograms usually represent learner performance, competencies level, and activity level (posts to forums, access frequency, content view durations, etc.).
- Radar Plots [71] support easy comparisons and identification of outliers. A radar plot can be used to represent multiple learners and compare them on various dimensions (e.g., performance, activity level, topics covered), or it can also depict a single user.
- Scatterplots [72] can represent either a single learner (performance, activity level, topics covered, etc.) or compare multiple learners using different colors or point shapes.
- Tables are used to represent either a single learner (performance, activity level, topics covered, etc.) or multiple learners (each one in a different row or column).
- Network Diagrams [70,71,76] are used to represent learner associations (learners are nodes and associations are edges) or content associations along with learner performance (topics are nodes and the way nodes are coded in color/size/shape denotes learner performance on each topic). When clicking on a node of the network, it may be expanded or collapsed to present more or less information [77].
- Skill Meters represent a simple overview of the learner model contents, which are typically found as a group of more than one skill meters assigned to each topic or concept. In addition, separate skill meters could be used for sub-topics allowing a simpler structure of the model presentation [79]. Most skill meters [71,76,80] display the learner level of knowledge, understanding, or skill compared to a subset of expert knowledge [79,81] in the form of proportion of the meter filled [76,82].
- Sunbursts are multi-level pie charts, which visualize hierarchical data, depicted by concentric circles [83]. The circle in the center represents the root node, with the hierarchy moving outward from the center. A segment of the inner circle bears a hierarchical relationship to those segments of the outer circle that lie within the angular sweep of the parent segment [84]. In OLMs, sunburst charts can present the complete learner model in concentric sectors. In some implementations, sunbursts are interactive, and the user can get more information describing the sources that support the current values, or the learner can access other sections related to a specific concept [85].
- Concept Maps depict ideas and information (concepts) as boxes or circles that are connected with labeled arrows in a downward-branching hierarchical structure [86,87]. Concept maps [78] can be pre-structured to reflect the domain, with the nodes indicating the strength of knowledge or understanding of a concept [88].
- Bullet Charts can be interactive and provide details concerning the way individual scores are calculated, and learners can view the tasks that contribute to a specific learning outcome and identify tasks that can improve their level. Bullet charts are typically unstructured OLM visualizations.
- Treemaps depicts hierarchies in which the rectangular screen space is divided into regions, which are also divided again for each level in the hierarchy [91]. Through size, there is an indication of topics’ strength, and typically, a learner can click on a cell to view the next layer in the hierarchical structure [77].
- Gauges depict learner skills on specific topics and can also integrate a scalar set of values representing discrete ranges, as in [64]. Each gauge represents a specific learner.
- Grids use color to indicate level of understanding [92] on a specific topic. They may display a single learner or multiple learners as in MasteryGrids [61] that use cells of different color saturation to show knowledge progress of the target student, reference group, and other students over multiple kinds of educational content organized by topics. Grids are unstructured OLM visualizations.
- Burn Down Charts graphically represent the remaining work versus time. In OLMs, through burn down charts, learners can track their own progress, showing target and projected completion time, percentage of assignments submitted and completed [66]. Thus, they are self-assessment tools keeping learners motivated and focused on their objectives.
- Task lists and focus lists (tasks to be focused on to stay on track) support student engagement with frequent formative feedback. The task list uses different colors in order to keep learners informed about the status of their task [66].
6. Multiplication Game Description
6.1. Brief Description of MG
6.2. Description of MG’s Teacher Daskboard
7. Survey Methodology and Analysis
- (a)
- To assess teachers’ perceptions about MG’s usefulness (MGU) in terms of perception/attitudes toward using digital games (ADG)
- (b)
- To assess teacher’s acceptance of MG (TA) and MG’s usefulness (MGU) among to gender, age, and teaching experience
- (c)
- To assess teacher’s acceptance of MG (TA) in terms of barriers in using digital games (BD)
- (d)
- To examine teacher’s acceptance of using MG (TA) in the classroom in terms of teachers’ attitude toward digital games (ADG)
- (e)
- To investigate teachers’ beliefs about the usefulness of MG in general (MGU)
- (f)
- To investigate teachers’ opinion about MG’s interface (I)
- (g)
- To investigate teachers’ opinion about the OSLM characteristics of MG.
7.1. Method
7.1.1. Hypothesis Testing
7.1.2. Research Participants
7.1.3. Design of the Instrument
7.1.4. Methodology
7.1.5. Data Analysis
7.1.6. Results of Hypothesis Testing
8. Discussion
9. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
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Variables | N (%) |
---|---|
Gender | |
Male | 23 (11.1) |
Female | 159 (76.8) |
Age | |
<30 | 30 (14.5) |
30–45 | 96 (46.4) |
>45 | 56 (27.1) |
Teaching Experience in years | |
<5 | 34 (16.4) |
5–15 | 67 (32.4) |
>15 | 81 (39.1) |
Teacher’s playing hours | |
>2 and ≥5 | 28 (13.5) |
0 | 57 (27.5) |
>0 and ≤2 | 89 (43) |
>5 | 8 (3.9) |
School area | |
Urban | 113 (54.6%) |
Provincial | 69 (33.3%) |
Name of Variable (Acr.) | Min | Max | Mean Score | Std. Deviation |
---|---|---|---|---|
Teacher’s attitude (perception) toward digital games (ADG) | 2 | 5 | 3.97 | 0.672 |
Teacher perception about MG’s usefulness (MGU) | 2 | 6 | 5.32 | 0.784 |
Teachers’ acceptance of MG (TA) | 2 | 6 | 5.16 | 0.927 |
Barriers in d.g (BD) | 2 | 6 | 4.52 | 1.066 |
Interface MG (I) | 3 | 6 | 5.10 | 0.759 |
Social opening of MG (SG) | 2 | 6 | 5.07 | 0.890 |
Constructs-Items | Mean | Standard Deviation | Cronbach a |
---|---|---|---|
Barriers (BD) | 4.52 | 1.066 | 0.764 |
V30 | 4.42 | 1.520 | |
V31 | 4.78 | 1.255 | |
V32 | 4.29 | 1.447 | |
V33 | 4.60 | 1.382 | |
V34 | 4.68 | 1.198 | |
MG Interface (I) | 5.10 | 0.759 | 0.741 |
V36 | 5.04 | 0.891 | |
V37 | 5.15 | 0.879 | |
Social opening of MG (SG) | 5.07 | 0.890 | 0.940 |
V39 | 5.02 | 1.022 | |
V40 | 5.02 | 1.040 | |
V41 | 4.98 | 1.005 | |
V42 | 5.14 | 0.935 | |
V43 | 5.18 | 0.947 | |
Teacher’s Attitude (perception) toward digital games (ADG) | 3.97 | 0.890 | 0.854 |
V14 | 4.94 | 0.953 | |
V15 | 5.03 | 0.895 | |
V16 | 5.15 | 0.937 | |
V17 | 2.71 | 1.291 | |
V19 | 4.55 | 1.250 | |
V21 | 3.92 | 1.336 | |
V22 | 4.96 | 1.179 | |
V23 | 4.63 | 1.158 | |
V24 | 3.68 | 1.468 | |
V25 | 4.19 | 1.249 | |
V26 | 4.08 | 1.311 | |
Teacher perception about MG’s usefulness (MGU) | 5.32 | 0.784 | 0.848 |
V34 | 5.27 | 0.814 | |
V35 | 5.38 | 0.869 | |
Teachers’ acceptance of MG (TA) | 5.16 | 0.927 | 0.828 |
V36 | 5.03 | 1.090 | |
V37 | 5.26 | 0.915 |
Variables (Hypothesis Testing) | Correlation Coefficient | ** p-Value |
---|---|---|
MGU-ADG (H1) | 0.569 | 0.0001 |
TA-BD (H3) | 0.374 | 0.0001 |
TA-ADG (H4) | 0.594 | 0.0001 |
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Leonardou, A.; Rigou, M.; Panagiotarou, A.; Garofalakis, J. The Case of a Multiplication Skills Game: Teachers’ Viewpoint on MG’s Dashboard and OSLM Features. Computers 2021, 10, 65. https://doi.org/10.3390/computers10050065
Leonardou A, Rigou M, Panagiotarou A, Garofalakis J. The Case of a Multiplication Skills Game: Teachers’ Viewpoint on MG’s Dashboard and OSLM Features. Computers. 2021; 10(5):65. https://doi.org/10.3390/computers10050065
Chicago/Turabian StyleLeonardou, Angeliki, Maria Rigou, Aliki Panagiotarou, and John Garofalakis. 2021. "The Case of a Multiplication Skills Game: Teachers’ Viewpoint on MG’s Dashboard and OSLM Features" Computers 10, no. 5: 65. https://doi.org/10.3390/computers10050065
APA StyleLeonardou, A., Rigou, M., Panagiotarou, A., & Garofalakis, J. (2021). The Case of a Multiplication Skills Game: Teachers’ Viewpoint on MG’s Dashboard and OSLM Features. Computers, 10(5), 65. https://doi.org/10.3390/computers10050065