Educational video games to improve the learning process
Educational video games to improve the learning process
Corresponding Author:
Michael Cabanillas-Carbonell
Faculty of Engineering, Universidad Privada del Norte
Av. Tingo Maria Nro. 1122 Lima Cercado, Perú
Email: [email protected]
1. INTRODUCTION
The COVID-19 pandemic forced countries around the world to suspend face-to-face teaching, and
moved to online classes, putting at risk the achievement of education expectations concerning the proposed
objectives [1]. For this reason, Information and communications technology (ICT) have a crucial role in
education from a sustainable perspective, which is why most countries have integrated them into educational
settings [2], [3]. In particular, these technologies can be expected to become increasingly relevant, as the
COVID-19 outbreak has forced the world to reimagine a ‘new normal’ that requires fewer face-to-face human
interactions, especially in work settings, and increased use of different technologies to compensate for lost
interactions [4].
The incorporation of virtuality as a support tool for attendance is perceived by students as a didactic,
dynamic, modern, participatory, and innovative tool that allows interaction between teachers and participants
[5]. These new methodologies allow the student to develop critical thinking, improve both written and oral
communication, and above all, the development of skills, thus achieving a comprehensive increase in
knowledge [6]. The application of technologies for learning is now considered a crucial part of teaching-
learning in higher education and vital evidence of innovative teaching practices used to improve the teaching-
learning process [7], [8]. University professors have proven to be the main drivers of change; their involvement
and motivation have been very important in this process, therefore, digital teaching competence has been very
important in this teaching-learning process [9]. In Polito and Temperini [10], it is shown that gamification is
recognized as a very significant and adequate methodology to promote the motivation and commitment of
students. In addition, several researchers [11], [12] mentioned the approach to gamification, both in experiential
learning and in the research-based learning experience, as an improvement of skills such as self-efficacy, goal
setting, and cooperation. Krishnan et al. [13] affirm that this type of learning encourages the active participation
of students in class and interest in a course. Carbonell et al. [14] mention that gamification is applied by
developing activities to achieve learning objectives in a fun and competitive environment, thus increasing their
motivation. This is reinforced by Gamboa-Ramos et al. [15] where the active learning of the university student
is promoted using technological resources that improve the teaching-learning process by incorporating playful
interactive interfaces. The learning based on digital games allows awakening active learning where the student
builds his knowledge, allowing students to be the active agents of their learning in a meaningful way by being
the protagonists of their learning [16]. According to Chans and Castro [17], gamification seeks to involve
players and motivate them to participate, improving problems such as lack of motivation in learning and
affirming that student learning increases when they are more committed and interested. For this reason, how
knowledge is imparted has had to be redesigned, considering the needs, preferences, and orientations of the
new digital natives to be successful in the current technological context in which we find ourselves [18].
Gamification is adapted to the needs of distance learning, resulting in positive comments from most
of the students who highlighted learning in a new, more entertaining way, promoting teamwork, commitment,
constant interest, and motivation [19], [20]. Motivation for learning is the key to improving the learning
process, for this reason, the main objective is to involve students so they are impulse to do things because they
feel better doing them [21]. The opportunities offered by game-based learning are multiple, in addition,
gamification is a means to improve the learning, motivation, and attitude of students both at the primary level
and in higher education [22].
The success of gamification strategies requires adequate resources that support all the activities of the
gamification process, from identifying business objectives to monitoring gamification strategies [23]. There is
a growing interest in using gamification in the educational field as a means to improve student participation,
however, these technological innovations present a lack of adoption by university educational centers, resulting
in many university students not having experience interacting with innovative technological equipment [24].
2. RESEARCH METHOD
In order to determine the influence of an educational video game in improving the learning process of
university students, 65 students belonging to the first cycle of the School of Fine Arts of Trujillo participated
in this research, which is located in Peru, Department of La Libertad, city of Trujillo. During the year 2022,
the student data was collected remotely, making it necessary to coordinate with a teacher in charge of the virtual
entry to their class session. Regarding selecting the methodology for solution development, Table 1 shows a
list of five agile methodologies that are mostly used for systems development [25]. From the six criteria, a
score from a scale from one to five has been considered, where one represents the lowest score and five
represents the highest score.
Table 1. Results of the criteria for the selection of the agile methodology
Agile methodologies FDD TDD DSDM XP Scrum
Greater presence on the internet 3 3 2 4 5
Better documentation 3 3 3 5 4
Certified and trained 2 4 2 3 5
Communities 3 2 3 3 4
Business presence 2 2 3 4 5
Software projects 3 3 2 4 5
Total 16 17 15 23 28
After having chosen the methodology for the development of the project, the scrum framework is
chosen considering the results obtained from the table for the selection of the agile methodology. Scrum
proposes to carry out the work in short cycles that can be from one week to one month, this period is called
sprint. The team members have short meetings where they decide which features of the product backlog (list
of requirements for software development) will be part of each cycle, they also decide who will work on each
cycle and the duration of the tasks. The benefit of working in these cycles is that at the end of each of them, a
product is ready so that if there are problems, the work team reverts to a previous work milestone without
having to start all over again [26]. In this sense, scrum helps companies that have difficulties following a
waterfall methodology or if they do not use a methodology and is a reference framework within the agile
development methodology that implements these guidelines to directly help project management of complex
software and deliver it more simply [27].
The main feature of the project is the connection of the educational video game with the PlayFab
service to manage the data obtained from the students during the interaction with the educational video game,
Int J Eval & Res Educ, Vol. 13, No. 3, June 2024: 1917-1930
Int J Eval & Res Educ ISSN: 2252-8822 1919
as shown in Figure 1. The video game has been developed in Unity, which is a complete platform for game
development that allows it to be deployed on the main operating systems, speeding up the process of developing
and optimizing the game. The objective is to improve student learning and reinforce the retention of what has
been learned based on memory dynamics of images and text of the same game.
After having the user stories, each of the functionalities must be prioritized using the product backlog.
Zayat and Senvar [27] mentioned that a product backlog is a tool that consists of preparing a list of all those
tasks that we want to carry out during the development of a project, establishing the priority of each of them,
and the effort it will require during the development phase. Table 3 shows the prioritized product backlog. For
the planning of the delivery of each sprint, the development time of each user story and the corresponding
revisions of the deliverable has been considered, in addition, the functional tests for each user story are
considered in the planning stage. The schedule for the planning of the sprints is found in Table 4.
Int J Eval & Res Educ, Vol. 13, No. 3, June 2024: 1917-1930
Int J Eval & Res Educ ISSN: 2252-8822 1921
2.2.2. Sprint 2
For sprint 2, the development of the second scenario of the video game where the student will be able
to collect information about pictorial works is considered. The tasks corresponding to the sprint were completed
and the necessary tests were carried out to verify their correct operation. Figure 3 shows the capture of the
development of sprint 2.
2.2.3. Sprint 3
For sprint 3, the development of the third scenario of the video game where the student will be able
to verify the information learned about pictorial works is considered. The tasks corresponding to the sprint
were completed and the necessary tests were carried out to verify their correct operation. Figure 4 shows the
capture of the development of sprint 3.
2.2.4. Sprint 4
For sprint 4, the development of the login interface is considered where the student is able to validate
their data to enter the video game. The tasks corresponding to the sprint were completed and the necessary tests
were carried out to verify their correct operation. Figure 5 shows the capture of the development of sprint 4.
2.2.5. Sprint 5
The development of the results interface obtained at the end of the game and its publication in an
online results table is considered for sprint 5. The results obtained from the third scenario will be published
concerning the questions answered correctly, questions answered wrongly, and the number of points obtained.
Figure 6 shows the capture of the development of sprint 5. Figure 7 shows a screenshot of the user registration
in PlayFab, with which they can perform their respective login in the educational video game. Figure 8 shows a
screenshot of a part of the code programmed for the main character of the educational video game, which was
made through the Visual Studio Code program.
Int J Eval & Res Educ, Vol. 13, No. 3, June 2024: 1917-1930
Int J Eval & Res Educ ISSN: 2252-8822 1923
𝐸𝑔 = 𝑂1 𝑋 𝑂2
𝐶𝑔 = 𝑂3 – 𝑂4
Where:
Eg=Experimental group (45 students)
Cg=Control group (20 students)
X=Stimulus (educational video game)
O1, O2, O3, O4=Measurements
Int J Eval & Res Educ, Vol. 13, No. 3, June 2024: 1917-1930
Int J Eval & Res Educ ISSN: 2252-8822 1925
3.9
3.8 4.167
3.7
3.6
3.691
3.5
3.4
Pre-Test Post-Test
Data
25.00%
26.00% 25.11%
20.00%
15.00%
16.89%
10.00%
5.00% 7.56% 1.78% 5.56% 1.33%
0.00%
Totally agree Agree Neutral Disagree Totally disagree
Pre-Test Post-Test
Data
Figure 10. Graph of the results obtained from the surveys applied in KPI1
15
Mean value
14.4
10
9.84
5
0
Pre-test Post-test
Data
Figure 11. KPI2 pre- and post-test graph, quantified as a score from 0 to 20
Int J Eval & Res Educ, Vol. 13, No. 3, June 2024: 1917-1930
Int J Eval & Res Educ ISSN: 2252-8822 1927
16.5
16.42
16
Mean value
15.5
15
14.5
14.56
14
13.5
Pre-test Post-test
Data
Figure 13. KPI3 pre- and post-test graph, quantified as a score from 0 to 20
Figure 14 shows that the significant value in the pre-test is less than 0.005 and in the post-test the
significance value is less than 0.005. Therefore, it is considered a non-normal distribution. Table 12 shows that,
after having carried out the non-parametric Wilcoxon test, the value of significance is less than 0.001, this
value is less than the limit to accept the research hypothesis, thus being able to affirm that an educational video
game significantly influences the application of learning.
Int J Eval & Res Educ, Vol. 13, No. 3, June 2024: 1917-1930
Int J Eval & Res Educ ISSN: 2252-8822 1929
4. CONCLUSION
After completing this investigation, and considering the results obtained, it was determined that an
educational video game significantly influences motivation, acquisition, and application of learning. This is
concluded from the following results obtained: there was an increase in the grade of motivation of 12.9%, there
was an improvement in the acquired knowledge indicator of 46.34% and an improvement in the obtained
qualification indicator of 12.77%
Regarding the contribution of the research, the agile methodology was used for the development of
the project, this being effective for the group of students since the finished products were constantly evaluated
by the interested party and adjusted to their particular needs. In addition, it is favorable to monitor the
performance of students when using video games. For this reason, a connection to the PlayFab services, which
belongs to Azure, was implemented in the project, which allows capturing the results of the interaction of the
students with the video game.
It is important to highlight that the classes that take place in the school are face-to-face and the students
are not used to this new reality, this is a difficulty when collecting data from the indicators since some students
did not know how to use Google Forms program. Other students presented connectivity problems at the time
of entering through the cell phone and they had to be placed at another time to complete the investigation due
to the time that the teacher established to carry out the investigation. Despite the limitations presented, solutions
were sought that would allow the research to continue, one of them being the preparation of a user manual for
the student. It is recommended for future research to survey the people who will use the system, to know the
technological resources they have and their preferences when using the system.
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BIOGRAPHIES OF AUTHORS
Int J Eval & Res Educ, Vol. 13, No. 3, June 2024: 1917-1930