Comparing Student Engagement with Two Versions of the Game-Based Learning Tools: Mobile and Web

Abstract

Game-Based Learning is useful in teaching because it encourages students to discuss, engage, and collaborate in groups. Research has shown that game-based learning techniques positively impact student engagement, motivation, and learning abilities. Studies explore the impact of game-based learning on different platforms. The result of the studies shows that game-based learning has a positive impact on students when used on Mobile or Web. Hence, studies need to identify which platform is more engaging and effective for the students. This research investigated the difference in student engagement with a game-based learning tool implemented on mobile and web-based platforms. We developed two versions of a peer-quizzing game where the students can create quiz questions related to the learning material, which their peers can attempt to answer. The game allows the students to create three different types of questions: Multiple Choice Questions, True/False, and Short Answers. Students from a first-year introductory programming computer class were recruited as participants to evaluate both versions of the game during one academic term (four months). A bonus participation mark of up to five percent of the course was offered to students who posted at least three questions per week. We collected data about the students’ engagement in in-game activities for the duration of the study. The results show no significant difference in the engagement between the web and the mobile version of the game. However, the number of quizzes asked in the mobile app version and web versions varied in quantity. Students posted more questions in the mobile-based version as compared to the Web version of the game. On the contrary, students solved more questions in the web version than in the App version. We have learned from the study that both game-based learning platforms effectively engage students. In a pre-study survey, we collected the students’ demographic data and their gaming experience and their reflection on the experience with the game with respect to usability, enjoyment, and learning, in a post-study survey. The data from the post-survey questionnaire shows that both versions of the game show similar user experience ratings

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