Digital Twin for Math Education: A Study on the Utilization of Games and Gamification for University Mathematics Education
Abstract
:1. Introduction
2. Literature Review
3. Teaching and Learning Model
3.1. Gamification Model
- Mission
- Leaderboards
- Progress Charts
- Badges
3.2. Game-Based Learning
3.3. Instruction for Teaching and Learning Model
- A development plan for instruction for teaching and learning model
- A detailed plan for instruction for teaching and learning model
3.4. Digital Twin Implementation
4. Effectiveness Analysis
4.1. Data Collection
4.2. Prior Survey for Participant Assessment
4.3. Post-Survey to Assess the Effectiveness of Yummy Mathematics
4.3.1. Perceived Effectiveness
4.3.2. Effect Analysis of Students’ Characteristics
5. Conclusions
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
References
- Blackley, S.; Wilson, S.; Sheffield, R.; Murcia, K.; Brown, P.; Tang, K.-S.; Cooper, M.; Williams, J. How have COVID-19-related changes to tuition modes impacted face-to-face initial teacher education students? Issues Educ. Res. 2021, 31, 421–439. [Google Scholar]
- Caton, M.T. Black male perspectives on their educational experiences in high school. Urban Educ. 2012, 47, 1055–1085. [Google Scholar] [CrossRef]
- Jones, D.; Snider, C.; Nassehi, A.; Yon, J.; Hicks, B. Characterising the Digital Twin: A systematic literature review. CIRP J. Manuf. Sci. Technol. 2020, 29, 36–52. [Google Scholar] [CrossRef]
- Dicheva, D.; Dichev, C.; Agre, G.; Angelova, G. Gamification in education: A systematic mapping study. J. Educ. Technol. Soc. 2015, 18, 75–88. [Google Scholar]
- Barata, G.; Gama, S.; Jorge, J.; Goncalves, D. Engaging engineering students with gamification. In Proceedings of the 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES), Poole, UK, 11–13 September 2013. [Google Scholar] [CrossRef]
- Kapp, K.M. The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education; John Wiley & Sons: Hoboken, NJ, USA, 2012. [Google Scholar]
- Sailer, M.; Hense, J.U.; Mayr, S.K.; Mandl, H. How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Comput. Hum. Behav. 2017, 69, 371–380. [Google Scholar] [CrossRef]
- Cheng, C.-H.; Su, C.-H. A Game-based learning system for improving student’s learning effectiveness in system analysis course. Procedia Soc. Behav. Sci. 2012, 31, 669–675. [Google Scholar] [CrossRef] [Green Version]
- Jayakanthan, R. Application of computer games in the field of education. Electron. Libr. 2002, 20, 98–102. [Google Scholar] [CrossRef] [Green Version]
- Baranowski, T.; Buday, R.; Thompson, D.I.; Baranowski, J. Playing for real: Video games and stories for health-related behavior change. Am. J. Prev. Med. 2008, 34, 74–82. [Google Scholar] [CrossRef] [PubMed]
- Gee, J.P. Learning by design: Good video games as learning machines. E Learn. Digit. Media 2005, 2, 5–16. [Google Scholar] [CrossRef]
- Bodnar, C.A.; Anastasio, D.; Enszer, J.A.; Burkey, D.D. Engineers at play: Games as teaching tools for undergraduate engineering students. J. Eng. Educ. 2016, 105, 147–200. [Google Scholar] [CrossRef]
- Zichermann, G.; Cunningham, C. Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps; O’Reilly Media, Inc.: Sebastopol, CA, USA, 2011. [Google Scholar]
- Csikszentmihalyi, M.; Larson, R. Flow and the Foundations of Positive Psychology: The Collected Works of Mihaly Csikszentmihalyi; Springer: Berlin/Heidelberg, Germany, 2014; pp. 227–238. [Google Scholar]
- Deci, E.L.; Ryan, R.M. The What and “why” of goal pursuits: Human needs and the self-determination of behavior. Psychol. Inq. 2000, 11, 227–268. [Google Scholar] [CrossRef]
- Byun, J.H.; Joung, E. Digital game-based learning for K–12 mathematics education: A meta-analysis. Sch. Sci. Math. 2018, 118, 113–126. [Google Scholar] [CrossRef]
- Jagušt, T.; Botički, I.; So, H.-J. Examining competitive, collaborative and adaptive gamification in young learners’ math learning. Comput. Educ. 2018, 125, 444–457. [Google Scholar] [CrossRef]
- Cunha, G.C. Araujo, Luciana Pelissari Barraqui, and Sergio Antonio Andrade De Freitas. In Proceedings of the Evaluating the Use of Gamification in Mathematics Learning in Primary School Children IEEE Frontiers in Education Conference (FIE), San Jose, CA, USA, 3–6 October 2018. [Google Scholar]
- Katz, B.; Jaeggi, S.; Buschkuehl, M.; Stegman, A.; Shah, P. Differential effect of motivational features on training improvements in school-based cognitive training. Front. Hum. Neurosci. 2014, 8, 242. [Google Scholar] [CrossRef] [PubMed] [Green Version]
- Tan, C.W.; Ling, L.; Yu, P.D.; Hang, C.N.; Wong, M.F. Mathematics Gamification in Mobile App Software for Personalized Learning at Scale. In Proceedings of the 2020 IEEE Integrated STEM Education Conference (ISEC), Princeton, NJ, USA, 1 August 2020. [Google Scholar] [CrossRef]
- Tan, C.W.; Yu, P.-D.; Lin, L. Teaching computational thinking using mathematics gamification in computer science game tournaments. In Computational Thinking Education; Springer: Singapore, 2019; pp. 167–181. [Google Scholar] [CrossRef]
- Tzoumpa, D.; Seralidou, E.; Alougdelis, A.; Douligeris, C. Pythagorean Academy”–A game for the teaching of junior high school mathematics using mobile devices. In Proceedings of the 2022 7th South-East Europe Design Automation, Computer Engineering, Computer Networks and Social Media Conference (SEEDA-CECNSM), Ioannina, Greece, 23–25 September 2022. [Google Scholar] [CrossRef]
- Lameras, P.; Moumoutzis, N. Towards the gamification of inquiry-based flipped teaching of mathematics a conceptual analysis and framework. In Proceedings of the 2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL), Thessaloniki, Greece, 19–20 November 2015. [Google Scholar] [CrossRef] [Green Version]
- Hancock, D.R.; Bray, M.; Nason, S.A. Influencing university students’ achievement and motivation in a technology course. J. Educ. Res. 2002, 95, 365–372. [Google Scholar] [CrossRef]
- Rojas, O.; Elizabeth, M.; Chiluiza, K.; Valcke, M. Gamification in higher education and stem: A systematic review of literature. In Proceedings of the 8th International Conference on Education and New Learning Technologies (EDULEARN), Barcelona, Spain, 4–6 July 2016; Iated-int Assoc Technology Education A& Development: Valencia, Spain, 2016. [Google Scholar]
- Goshevski, D.; Veljanoska, J.; Hatziapostolou, T. A review of gamification platforms for higher education. In Proceedings of the 8th Balkan Conference in Informatics, Skopje, Macedonia, 20–23 September 2017; pp. 1–6. [Google Scholar] [CrossRef]
- Grieves, M.W. Virtually Intelligent Product Systems: Digital and Physical Twins; American Institute of Aeronautics and Astronautics: Reston, VA, USA, 2019. [Google Scholar] [CrossRef]
- Piascik, R.; Vickers, J.; Lowry, D.; Scotti, S.; Stewart, J.; Calomino, A. Technology area 12: Materials, structures, mechanical systems, and manufacturing road map; National Research Council: Washington, DC, USA, 2010. [Google Scholar]
- Mylonas, G.; Kalogeras, A.; Kalogeras, G.; Anagnostopoulos, C.; Alexakos, C.; Muñoz, L. Digital 7twins from smart manufacturing to smart cities: A survey. IEEE Access 2021, 9, 143222–143249. [Google Scholar] [CrossRef]
- Grieves, M.; Vickers, J. Digital twin: Mitigating unpredictable, undesirable emergent behavior in complex systems. In Transdisciplinary perspectives on complex systems: New findings and approaches; Springer Nature: Basel, Switzerland, 2017; pp. 85–113. [Google Scholar] [CrossRef]
- Santos, C.; Almeida, S.; Pedro, L.; Aresta, M.; Koch-Grunberg, T. Students’ perspectives on badges in educational social media platforms: The case of SAPO campus tutorial badges. In Proceedings of the 2013 IEEE 13th International Conference on Advanced Learning Technologies, Beijing, China, 15–18 July 2013; pp. 351–353. [Google Scholar]
- O’Donovan, S.; Gain, J.; Marais, P. A case study in the gamification of a university-level games development course. In Proceedings of the South African Institute for Computer Scientists and Information Technologists Conference, East London, South Africa, 7–9 October 2013; pp. 242–251. [Google Scholar]
- Raymer, R. Gamification: Using game mechanics to enhance eLearning. ELearn 2011, 2011, 19. [Google Scholar] [CrossRef]
- Park, J.; Kim, S.; Kim, A.; Mun, Y.Y. Learning to be better at the game: Performance vs. completion contingent reward for game-based learning. Comput. Educ. 2019, 139, 1–15. [Google Scholar]
- All, A.; Plovie, B.; Castellar, E.P.N.; Van Looy, J. Pre-test influences on the effectiveness of digital-game based learning: A case study of a fire safety game. Comput. Educ. 2017, 114, 24–37. [Google Scholar]
- Berkling, K.; Thomas, C. Gamification of a Software Engineering course and a detailed analysis of the factors that lead to it’s failure. In Proceedings of the 2013 International Conference on Interactive Collaborative Learning (ICL), Kazan, Russia, 25–27 September 2013; pp. 525–530. [Google Scholar]
Analysis | Design | Development | Implementation | Evaluation |
---|---|---|---|---|
Requirement analysis Learners’ analysis Environment analysis Tasks and assignment analysis | Specification of objectives of missions Design of evaluation tools Structuration Selection of education strategies and media | Development of education materials Pilot test and modification Development | Implementation and installation Maintenance and management | Evaluation of the results of education training |
Type of Badge | Explanation |
---|---|
Voice Controller | Badges for a presenter. This badge is given to a learner who presents well. |
Question Leader | Badges for a questioner. This badge is given to an outstanding questioner in each class. |
Time Keeper | Badges for a student of full attendance. They are given to a learner who attends the whole course throughout the semester. |
Problem Solver | Badges for high-ranking students. They are given to a team or a person who achieves high-level quiz results |
Paper Handler | Badges for the outstanding teams in assignments. They are given to an outstanding team in an assignment. |
Division | Department | Number of Participants | Female, % | Male, % |
---|---|---|---|---|
Art and media | Department of Performing Arts | 25 | 50.00% | 50.00% |
Department of Digital Animation | 20 | 85.71% | 14.29% | |
Department of Media and Communications | 52 | 64.81% | 35.19% | |
Literature | Department of English Studies | 47 | 74.00% | 26.00% |
Department of Chinese Studies | 43 | 74.42% | 25.58% | |
Department of Korean Culture and Contents | 31 | 75.76% | 24.24% | |
Total | 218 | 70.46% | 29.54% |
Survey Category | No. | Question | Average | Standard Deviation |
---|---|---|---|---|
Math interests and learning skills | 5 | I like mathematics. | 2.23 | 1.13 |
6 | I think mathematics is used in daily life. | 3.6 | 1.0 | |
9 | I have the experience of giving mathematics up throughout my school years because it is difficult. | 3.21 | 1.34 | |
18 | My average grade for mathematics in high school is ( ) | 4.14 | 1.73 |
Survey Category | No. | Question | Average | Standard Deviation |
---|---|---|---|---|
Games and gamification | 1 | I like to play games | 3.49 | 1.17 |
2 | My life or my studies have been disturbed by playing games | 1.99 | 1.12 | |
3 | I play games for ( ) hours per day on average | 1.11 | 1.34 | |
4 | I have heard about the concept of gamification | 1.85 | 0.37 |
Department | Game and Gamification Awareness | Math Learning Skill | ||||
---|---|---|---|---|---|---|
Mean | Standard Deviation | Group | Mean | Standard Deviation | Group | |
Performing Arts | 2.56 | 1.21 | a | 2.92 | 1.15 | a |
Digital Animation | 2.47 | 1.22 | a | 2.90 | 1.18 | a |
Media and Communications | 2.44 | 1.21 | a | 3.10 | 1.13 | a |
English Studies | 2.43 | 1.29 | a | 3.02 | 1.09 | a |
Chinese Studies | 2.35 | 1.13 | a | 3.13 | 1.12 | a |
Korean Culture and Contents | 2.54 | 1.25 | a | 3.06 | 1.14 | a |
p-Value | 0.858 | 0.0473 ** |
Gamification Component | No. | Question | Average | Standard Deviation |
---|---|---|---|---|
Related to mission | 1 | Missions are renewed every two weeks. | 4.31 | 0.75 |
2 | Learning by mission raises interest in learning mathematics more than usual learning. | 2.71 | 1.19 | |
3 | Learning by mission is more useful to learn mathematics than usual learning. | 2.57 | 1.17 | |
4 | I did my best to get higher scores in missions. | 3.72 | 1.08 | |
Subtotal | 3.33 | 1.04 | ||
Related to badges | 1 | Badges are awarded in every class. | 3.87 | 0.86 |
2 | Learning by badges raises interest in learning mathematics more than usual learning. | 2.97 | 1.12 | |
3 | Learning by badges is useful for learning mathematics. | 2.61 | 1.15 | |
4 | I did my best to get badges. | 3.74 | 1.05 | |
Subtotal | 3.3 | 1.05 | ||
Related to leaderboards or papers attached to badges | 1 | Current awarding states of badges are displayed on LMS (or papers attached by badges) every two weeks. | 2.91 | 0.97 |
2 | It can motivate students’ willingness to do better to see the current awarding states of badges on LMS. | 2.67 | 1.05 | |
3 | Learning through leaderboards is useful to participate in classes. | 2.69 | 1.02 | |
Subtotal | 2.76 | 1.01 | ||
Progress bar | 1 | Mission scores are informed by SMS every two weeks. | 2.07 | 1.1 |
2 | I was stimulated to do better by being informed about progress or learning. | 2.33 | 1.09 | |
3 | Notices about the progress of learning are useful to participate in classes. | 2.33 | 1.1 | |
Subtotal | 2.24 | 1.1 | ||
Total | 3.0 | 1.05 |
Education Modules | Interest Level | Perceived Effectiveness | Total | |
---|---|---|---|---|
Game and gamification module | Katan (modeling and strategic decision-making) | 3.78 | 3.14 | 3.46 |
Rummikub (sets and probability) | 4.08 | 3.32 | 3.7 | |
Mafia game (proposition and reasoning) | 3.46 | 2.79 | 3.13 | |
Pocketball (space and change) | 3.32 | 2.91 | 3.12 | |
Subtotal | 3.66 | 3.04 | 3.35 | |
Gamification-only module | Statistics (statistics in life) | 2.84 | 2.8 | 2.82 |
Sequence of numbers and simultaneous equations | 3.12 | 3.08 | 3.1 | |
Subtotal | 3.24 | 2.96 | 3.10 |
Category | Question | Average | Standard Deviation |
---|---|---|---|
Engagement | I participated in the “Yummy Mathematics” class passionately. | 3.58 | 1.02 |
I felt difficulty in the “Yummy Mathematics” class. | 3.58 | 1.06 | |
I think the “Yummy Mathematics” class is fun. | 2.61 | 1.15 | |
The new challenge of the “Yummy Mathematics” class was interesting. | 3.1 | 1.3 | |
Perceived effectiveness | “Yummy Mathematics” class was useful to me. | 2.61 | 1.13 |
“Yummy Mathematics” class helped me to understand new mathematics. | 2.74 | 1.19 | |
I came to like mathematics by “Yummy Mathematics” class. | 2.17 | 1.13 | |
I realized mathematics is used in daily life through the “Yummy Mathematics” class. | 3.22 | 1.14 | |
I realized the importance of mathematics through the “Yummy Mathematics” class. | 2.67 | 1.17 | |
The “Yummy Mathematics” class reduces my repulsion toward mathematics. | 2.47 | 1.14 | |
Total | 2.88 | 1.14 |
Topic | Question | Average | Increment |
---|---|---|---|
Mathematics favor | I like mathematics. | 2.23 | +0.035 |
I enjoy studying mathematics. | 2.34 | ||
subtotal | 2.29 | ||
I came to like mathematics through “Yummy Mathematics” class. | 2.17 | ||
The “Yummy Mathematics” class reduces my repulsion about mathematics. | 2.47 | ||
subtotal | 2.32 | ||
Importance | I need to study mathematics related to my major. | 2.42 | +0.25 |
I realized the importance of mathematics through the “Yummy Mathematics” class. | 2.67 | ||
Usefulness | I need to study mathematics related to my major. | 2.42 | +0.19 |
“Yummy Mathematics” class was useful to me. | 2.61 | ||
Difficulty | Mathematics is difficult for me. | 3.69 | −0.11 |
“Yummy Mathematics” class was difficult for me. | 3.58 | ||
Expectation for fun | This course seems to be fun. | 3.00 | −0.39 |
“Yummy Mathematics” is fun for me. | 2.61 | ||
Expectation for effectiveness | I expect that studying math using games will make it easier. | 2.86 | +0.24 |
The new attempts of “Yummy Mathematics” were interesting. | 3.10 |
Group | Range (5 Point Scale) | Number of Participants |
---|---|---|
High | 4 < a< = 5 | 48 |
Middle | 2 < a< = 4 | 126 |
Low | 1 < =a < =2 | 44 |
Game | No. | Question | Level of Favor of Game Playing | F Ratio | p-Value | ||
---|---|---|---|---|---|---|---|
High | Middle | Low | |||||
Katan (modeling and strategic decision-making) | 1 | Missions in Katan were interesting | 4.07 | 3.68 | 3.66 | 2.52 | 0.08 |
2 | Missions in Katan were useful in math learning | 3.35 | 3.09 | 2.95 | 1.50 | 0.23 | |
Subtotal | 3.71 | 3.36 | 3.30 | ||||
Rummikub (sets and probability) | 1 | Missions in Rummikub were interesting | 4.11 | 3.98 | 4.11 | 0.49 | 0.62 |
2 | Missions in Rummikub were useful in math interesting | 3.52 | 3.25 | 3.09 | 1.66 | 0.19 | |
Subtotal | 3.82 | 3.73 | 3.60 | ||||
Mafia game (proposition and reasoning) | 1 | Missions in Mafia were interesting | 3.63 | 3.38 | 3.25 | 1.35 | 0.26 |
2 | Missions in Mafia were useful in math interesting | 3.04 | 2.69 | 2.59 | 2.07 | 0.13 | |
Subtotal | 3.34 | 3.14 | 2.92 | ||||
Pocketball (space and change) | 1 | Missions in Pocketball were interesting | 3.57 | 3.18 | 3.32 | 2.06 | 0.13 |
2 | Missions in Pocketball were useful in math learning | 3.11 | 2.78 | 2.82 | 1.35 | 0.26 | |
Subtotal | 3.34 | 3.21 | 3.07 | ||||
Total | 3.54 | 3.39 | 3.23 |
Division | Question |
---|---|
Favor | I like mathematics. |
I enjoy studying mathematics. | |
Usefulness | I think mathematics is used in daily life. |
I need to study mathematics related to my major. |
Area | Question | High | Middle | Low | F-Statistics | p-Value |
---|---|---|---|---|---|---|
Engagement | I participated in the “Yummy Mathematics” class passionately. | 3.98 | 3.6 | 3.34 | 5.48 | *** |
I felt difficulty in the “Yummy Mathematics” class. | 3.08 | 3.55 | 4 | 11.33 | *** | |
I think the “Yummy Mathematics” class is fun. | 3.1 | 2.54 | 2.35 | 6.41 | *** | |
The new challenge of the “Yummy Mathematics” class was interesting. | 3.46 | 3.01 | 2.87 | 3.03 | * | |
Perceived effectiveness | “Yummy Mathematics” class was useful to me. | 3.15 | 2.5 | 2.31 | 8.67 | *** |
“Yummy Mathematics” class helped me to understand new mathematics. | 3.33 | 2.72 | 2.26 | 12.31 | *** | |
I came to like mathematics by “Yummy Mathematics” class. | 2.98 | 2.07 | 1.73 | 8.66 | *** | |
I realize mathematics is used in daily life by the “Yummy Mathematics” class. | 3.63 | 3.15 | 2.98 | 4.51 | *** | |
I realized the importance of mathematics by the “Yummy Mathematics” class. | 3.27 | 2.65 | 2.21 | 12.2 | *** | |
“Yummy Mathematics” class reduces my repulsion about mathematics. | 3.1 | 2.47 | 1.98 | 14.52 | *** |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Lee, J.Y.; Pyon, C.U.; Woo, J. Digital Twin for Math Education: A Study on the Utilization of Games and Gamification for University Mathematics Education. Electronics 2023, 12, 3207. https://doi.org/10.3390/electronics12153207
Lee JY, Pyon CU, Woo J. Digital Twin for Math Education: A Study on the Utilization of Games and Gamification for University Mathematics Education. Electronics. 2023; 12(15):3207. https://doi.org/10.3390/electronics12153207
Chicago/Turabian StyleLee, Jung Yeop, Chong Un Pyon, and Jiyoung Woo. 2023. "Digital Twin for Math Education: A Study on the Utilization of Games and Gamification for University Mathematics Education" Electronics 12, no. 15: 3207. https://doi.org/10.3390/electronics12153207
APA StyleLee, J. Y., Pyon, C. U., & Woo, J. (2023). Digital Twin for Math Education: A Study on the Utilization of Games and Gamification for University Mathematics Education. Electronics, 12(15), 3207. https://doi.org/10.3390/electronics12153207