Article review : Does Game-Based Learning Work? Results from Three Recent Studies
Name of the Journal Does Game-Based Learning Work? Results from Three Recent
Studies by Richard Blunt
Issue / Volume Not stated
Page Number 1 - 11
Prepared for Dr. Johan@Eddy Luaran
Prepared by Nur Nabihah Binti Mohamad Nizar ( 2013151033 )
This article briefly about an initiative taken by Department of Defense (DoD) to train
military more efficient, knowledgeable and flexible by using game-based learning for armed
forces in order to increasing combat readiness. In these research, they want to know the
difference in students' performance for those who are use video games in learning and who
are not. It involves 3 types of students who are in Business and Technology course, 3rd year
Economic course and 3rd year Management course. As a result, they found that students who
are learn using video games can perform well compare to those who are not using video
Based on the current issues, we can see that technology is everywhere. From the kids
until adults they are used technology in their life either for the sake of work or as an
entertainment but not all teachers are used it as a teaching aid in school although they have it.
Minister of Education (Berita Harian, 2014) state that the academic achievement on
mathematics subject in Sijil Pelajaran Malaysia (SPM) is decrease while others subject keep
increasing. This might be due to the ways of teachers deliver the lesson and the student's
understanding of the subject. If we can see, mathematics is one of the subject that are
compulsory and related to be used in technology. In this era, technology is growing rapidly
and learning techniques should also be developed in line with technology. Perhaps there
should be another way of learning and teaching that can fit with students nowadays that more
towards using technology.
2. A description of the methodology
The research were conducted at East Coast University. It involves 3 types group of students
which are 1028 student from 1st
year business students, 556 student from 3rd
students and 578 student from 3rd
year management students.
The purpose of this research to identify the relationship between the use of video games and
learning by using causal comparative approach. This approach are used to find out the effect
(test scores) and the possible causes ( game play ).
To conduct this research, the instructor demographic for the three courses are chosen. For the
business, economics and managements courses it involves 7 individual, 3 individual and 4
individual respectively as instructor that are not use games as teaching aid. In addition, there
are also have instructor who used games during teaching process which are 4 individuals
from business course, 2 individuals from economics and 5 individual from managements
course. There are 3 study that are conducted based on 3 course are chosen.
Study one involved 1028 students from 1st
year business courses which 801 individual who
are not use games as learning aids and 227 individual who are used. The purpose to examine
the effectiveness of using video games as learning aids for the Introduction to Business and
Technology class. One t-test have been done and as a result, around 92% of students who are
used games can perform well in the test compare with who are not used which is 80% can
perform. In addition, around 72% students who are used games got A's in the test while
around 32% student who are not used games got A's. To be compare, there are no students
who are used games as learning aids that failed in this test compare for those who are not
used a games.
Study two are among Economics students from different genders which are 73 individual
female and 161 individual male who are not used game while 133 individual female and 189
individual male who are used game with total of sample 556 individual. The purpose is to
find out the different between students who use games as learning aid and who are not by
using statistical test. Result shown that females and males who are used games can perform
well in the test compare with those who are not used. Based on the test score, around 82%
students that used game got A's in the statistical test and around 42% students who are not
used game got A's in the test and there are no students who are used games got grade D and F
compare with students who are not used game which around 5% got D's and 10% got F's.
Study three involved 578 Management students which are 252 individual are not used game
as learning aid and 326 individual are used game. It involved students from 18 until 50 years
old. The main purpose is the find out the academic achievement between students who are
use video games and who are not by using ANOVA test. Result shown that female and male
who are used game as learning aid can perform well compare those who are not used. There
are around 75% individual who are used game got A's in the test and only 18% individual
who are not used game got A's.
Based on the findings, it clearly show that students who are used game as their leaning aid
can perform well in academic achievement compare for those who are not use it.
3. An evaluation of the study
1. The researcher use a relevant research question based on the topic. Although he use 3
different type of sample but the purpose are same and he changes the type of test
based on topic that relate for every courses. He use t-test for business students,
statistic test for economic students and ANOVA test for management students.
2. In this research, i agree with the method that have been used which is causal
comparative. By using this method we can find out the causes and effect of students'
academic achievement. The causes is individual that used and not used game as
learning aid and the effect is the test score that students achieve.
3. Based on the findings, as a conclusion game are proved as one of the learning aid that
can be used to improve student's academic achievement. Students who are learn using
game can get higher score compare who are not used game as learning aid.
4. The researcher only used causal comparative research design to find out the findings.
Perhaps, the researcher can use survey research design also to let know why
students do not use game as their learning aid because it proved that it is good for
5. In my opinion, the researcher is an ethical person because he does not shown the
name of sample or expose the sample's identity. He just state in general how many
individual that involved by using gender and other variables.
4. A Discussion Of Implications
In 21st century there are a lots of changes in technology thereby the way of learning also
should be improve to help students in learning process. As proved that game can help in order
to improve student's achievement, i see that it is one of the learning aid that perhaps we can
use in Malaysia to help students in learning process especially when Minister of Education
had announced that the performance of students in Mathematics are decreased while other
subject are keep increase. In this research had proved that learning games can improve test
score on statistic test, and i think it is looks like mathematics subject. Perhaps one day this
approach can be used widely in order to improve students achievement.