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Game­Based Learning: An Investigation of Academic Growth 
 
The University of South Carolina’s Educational Technology Program 
EDET 780 ­ Research Seminar in Educational Technology 
 
May 29, 2014 
David Corso 
Chris Humphreys 
Sarah Tolson 
 
Abstract 
  Game­based learning is a developing field that facilitates learning in the classroom. 
Game­based learning incorporates a number of design features that help educators present 
material and content in an interactive and engaging way, and game­based learning helps drive 
student motivation and mastery. Games, play, video games, and video game play use a variety 
of tools, elements, and features, and this study investigates how these factors contribute to 
student learning, academic acquisition, and adherence to curricular standards. 
 
Introduction 
Traditional classroom environments struggle to engage and motivate students. Whether 
it’s morning math lessons or social studies at the end of the day, students become detached 
from the lesson and the material, and when students disengage from the teacher and the 
classroom, they have difficulty connecting with the information and understanding the content. 
Fortunately, new research and technology are investigating ways to engage and motivate 
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student learning as well as drive classroom involvement, energy, and value. Games and play are 
being incorporated into the classroom as game­based learning to captivate and focus students. 
Game­based learning comes in a variety of forms, and some forms are more successful at 
educating students than others. Some settings use games as motivation for students, but do not 
incorporate the learning aspect of game­based learning: “One reason for this unsuccessful 
hybrid is that designers have taken a ‘chocolate­covered broccoli’ approach in which the gaming 
element is a reward for completing the educational component. Educational games need to be 
designed in a way that allows for the learning material to be delivered through the parts of the 
game that are most motivating” (Habgood, Ainsworth, & Benford, 2005 & Bruckman, 1999, as 
cited in Tran et al., 2012, p. 1). This study investigates the role of game­based learning on 
elementary school students, and it evaluates how elements of game­based learning facilitate 
mastery of content and adherence to curriculum. 
 
Game­Based Learning 
Game­based learning is the combination of educational content and gamic properties, 
and it works to mirror and improve upon the educational results of traditional learning methods 
(Prensky, 2001). At the core of game­based learning is a game and gamic properties. A game is 
any mental and/or physical activity that is defined by goals, rules, challenges, a feedback 
system, voluntary participation, and results in a quantifiable outcome (Game, n.d.; McGonigal, 
2011; Salen & Zimmerman, 2004). Digital game­based learning is a technological advancement 
of game­based learning, and it is the marriage between educational content and video games 
(Prensky, 2001). A video game is a complex form of digital media that incorporates gamic 
properties, and it requires the active interaction between a human and computer (Galloway, 
2006; Wardrip­Fruin, 2009). 
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Games, video games, game­based learning, and digital game­based learning come in 
different shapes and flavors; however, they inherently possess fundamental features that can be 
designed and understood. These features include the player(s) of the game, i.e. who is the 
decision­maker that interacts with the system; the purpose(s) of the game, i.e. the reason for the 
game’s existence; the procedure(s) of the game, i.e. what actions and methods guide the player 
and help him/her acquire skills; the rule(s) of the game, i.e. what boundaries limit and control the 
player’s behavior; the resistance(s) of the game, i.e. the uncertainty, opposition, tension, and 
conflict the player experiences; the resource(s) of the game, what objects, attributes, and states 
the player acquires and uses; the feedback(s) of the game, i.e. how the system evaluates and 
responds to player actions; and finally the format(s) of the game, i.e. the game’s 
blackbox­­formal elements and the physical engine that contains the game (Dignan, 2011; 
Fullerton, 2008). The combination and manipulation of these properties create a unique 
experience that has affects students in various ways. 
 
Examples of Game­Based Learning 
Game­based learning occurs through non­digital games, like the World Peace game, 
through digital games, like Wii Sports, in game­focused school systems, like Quest to Learn 
schools, with gamic elements, like avatar representation and experience acquisition in 
Classcraft, and through a number of different methodologies. For example, there are elaborate 
video games like SimCity that immerse players in a world of challenge wherein players actively 
solve problems and reflect over the dynamics of processes. Alternatively, there are ‘brain fitness’ 
games like Math Blaster that provide mini­tasks for players to practice in a rinse­and­repeat 
fashion (Green, 2012; Ito, 2009). Educators can use games to teach specific lessons like 
fractions in Wii bowling, explore the complex dynamics of microworlds like Civilization, build 
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interest and engagement on a topic such as history through Age of Empires, and practice 
specific skills such as engineering and management abilities in RollerCoaster Tycoon (Foster, 
2009; Winner, 2014; Van Eck, 2006). As game­based learning continues to develop, game 
designers are creating video games for specific courses and content, such as Industry Giant II 
for business, Zapitalism for economics, and Virtual U for management (Blunt, n.d.). Game­based 
learning incorporates these educational paradigms, i.e. children’s software, learning games, and 
edutainment, to create a site of learning (Ito, 2009). 
 
The Effects of Game­Based Learning 
Game­based learning brings a priceless phenomenon to the classroom: play. Play 
requires a participant to voluntarily interact with a game, and through his or her voluntary 
participation, the player enters a ‘magic circle’ that transforms the activity into entertainment and 
recreation (Huizinga, 1955). Through play, the classroom experience becomes fun. Play is 
enjoyable, and it is biologically encouraged. Human brains are wired to motivate exploration and 
learning ‘in the moment’­­in one’s immediate experience (Dignan, 2011). Game­based learning 
promotes student exploration and learning by motivating students to interact with their current 
situation, i.e. the game, and as Dignan and other researchers point out, “games are learning 
engines” that train and develop players (2011). 
One way games and video games develop players is through cognitive develop. 
Cognition is the ability to think, and cognitive abilities include mental processes involved in 
thinking, like memory, attention, language, and problem solving (Goldstein, 2011). Various 
aspects of life train and develop cognitive abilities: reading, writing, cooking, driving, riding a bike, 
and playing a sport to name a few. In order to be successful in life’s activities and in an 
educational setting, students need to train and develop their cognitive abilities. Games and video 
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games train a number of cognitive skills (Croisile, 2007; Gentile et al., 2012; Green & Bavelier, 
2012; Green & Bavelier 2006; Green & Bavelier, 2003; Mayas et al., 2014; Oei & Patterson, 
2013), and by developing these cognitive skills, students can master educational content (Boyan 
& Sherry, 2011). 
Mastery refers to the expert performance or literacy of an individual, and it occurs through 
deliberate learning and practice (Ericsson et al., 1993). Deliberate learning consists of three key 
components: setting specific goals, obtaining immediate feedback, and concentrating as much 
on technique as on outcome (Levitt & Dubner, 2009). Game­based learning encourages 
deliberate learning because it provides players with an engaging learning environment that 
motivates, provides feedback, and develops problem solving and decision­making skills. 
Through a cyclical process, games promote volition­­the will to do something­­and faculty­­the 
ability to do it­­which drive deliberate learning, which in turn develop student motivation and 
mastery, and ultimately, provide the student with the will and ability to continue to train (Dignan, 
2011). 
Games, video games, and game­based learning can be created, modified, and integrated 
with instructional strategies for specific outcomes, like fostering active learners (Van Eck, 2006). 
“Active learners embark on a process of discovery through video game play, allowing students to 
develop their own understanding and concept of both content and environment.  Students are 
more likely to remember their experiences and be able to connect them to future situations and 
are more likely to engage and invest in the learning goals and outcomes presented by the game” 
(Barab, Barnett, & Squire, 2002 & Gee, 2004, as cited by Blunt, n.d., p. 4). Blunt references three 
research studies with similar findings:  students using games to reinforce concepts learned in 
class scored higher on assessments than their counterparts who did not use game­based 
learning.  The data also showed that there was no discrepancy between the effect of 
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game­based learning and its advantages between genders or ethnic groups when it came to a 
given assessment. As Fishman & Aguilar state, “good games succeed because they tap into our 
deep­seated desire to learn and be engaged “(Gee, 2003, as cited in Fishman & Aguilar, 2012, p. 
111). Good games promote self­efficacy, and as learners experiment and play through a game, 
they learn that failure, i.e. restarting an activity or level, is a necessary component of the 
experience. By playing these games, students gain confidence and begin taking risks in as well 
as ownership of their education. 
Games, play, and game­based learning affect players mentally and physically. From a 
psychological perspective, they make learning more accessible: they present information in a 
variety of ways, provide several ways to plan and perform tasks, and motivate and engage 
players (About UDL, n.d.). From a physical perspective, they affect several areas in the brain: 
sensory and recognition areas such as the visual cortex, the auditory cortex, and the 
somatosensory cortex, strategy and execution regions like the premotor cortex, the motor 
cortex, and the prefrontal cortex, as well as reward centers and affective networks such the 
basal ganglia, the limbic system, and structures in the medial forebrain circuit (Gazzaniga, 2009; 
Goldstein, 2011; Kalat, 2013; Linden, 2011). In other words, games, play, and game­based 
learning use the entire brain to learn, and more brain involvement means more interaction and 
engagement with the immediate experience. 
Game­based learning makes information interactive, which allows a player to recognize 
and understand that information in a personal way (Figure 1 ­ Column 1). Allowing players to 
recognize and understand objects, controls, and other gamic properties is an important and 
easily employable characteristic of game­based learning. As players learn, plan, and execute 
physical and mental tasks, they make choices to achieve goals and objectives, which reflect 
what they know and how they express that knowledge (Figure 1 ­ Column 2). Each action is 
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coupled with feedback, which promotes deliberate learning and mastery towards the task at 
hand. When successful, feedback provides gratification for actions executed at the right time 
with a reward for each accomplishment. By giving players small and frequent rewards, they 
maintain a constant level of interest, and it instills in them self­belief and confidence to achieve 
larger goals (Figure 1 ­ Column 3). Students show greater attention to learning when they have 
clear and specific goals­­including both short­ and long­term educational goals (Garris, et al. 
2002, as cited in Alkhafaji et al., 2012, p.51). Game­based learning is challenging and rewarding, 
and game­based learning research has shown that student choice has a positive impact on 
motivation and engagement (Fishman & Aguilar, 2012). As Gabe Zichermann asserts, 
status­­not cash­­is the best reward. Introducing skill levels encourages positive competition, 
and it reduces the fear of failure because students’ skill levels can only increase (Moth, 2012). 
 
Figure 1: The Universal Design for Learning Guidelines depict three main principles: 
Representation, Action, and Engagement. 
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Columbia University researchers Lee & Hammer point out, “Gamification attempts to 
harness the motivational power of games and apply it to real­world problems­­such as, in our 
case, the motivational problems of schools” (as cited in Arora, 2013). In order to be effective, 
games should challenge students. If the game is too easy, students will become bored. If the 
game is too difficult, students will become frustrated. Effective games allow students to win by a 
small margin to keep them engaged. (Alkhafaji et al., 2012). Teachers can personalize 
instruction and assess knowledge through game­based learning, which provides them with 
useful data on their students (Millstone, 2012). Game­based strategies can be applied to 
assignments and assessments as a purpose to engage and motivate learners. When students 
have choice of and control over their assignments, research shows that students are 
encouraged to work harder. For example, an education course used experience points for 
assignments that were given and skill points to increase their grades. If students lost points, 
such as for missing a class or assignment, they could select assignments on their own to earn 
enough points for their desired grade. In other words, students worked to earn the grade they 
wanted by obtaining extra points that bumped their grade. The research showed that students 
greatly enjoyed this game­inspired grading system and many worked harder (Fishman & Aguilar, 
2012). 
 
Research Question 
This study is interested in finding out how: 
● Games and video games can help players learn academic content. 
● Game­based learning drives student activity and if students learn more than, less than, or 
as much as traditional methods. 
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● Game­based learning and video games educate students on curricular content and 
lessons. 
● Game­based learning engages and motivates students in a productive / meaningful way. 
We hypothesize that: 
1. Games and video games will help players learn and recall more academic content. 
2. Game­based learning will drive student activity; the students will learn more than 
students learning with just a traditional method.  
3. Game­based learning and video games will educate students on curricular content and 
lessons, while enforcing concepts studied within the classroom. 
4. Game­based learning will engage and motivate students in a meaningful way, making the 
content more enjoyable and relevant to the learners.   
 
Methods 
This study will investigate the use of game­based learning through a quasi­experimental 
setup that investigates the effects of game­based learning on student achievement and 
engagement. A school in PseudoCity, US volunteers to participate. Forty subjects from two 
classes of X graders will participate in the study. One class (n=19) will comprise the control 
group, and the other class (n=21) will comprise the experimental game­based learning group. 
Both classes will receive a standard intelligence battery, i.e. the Woodcock­Johnson Test of 
Cognitive Abilities, and a brief questionnaire will be sent to their parents asking for personal 
information such as age and ethnicity, at home activities such as time spent watching tv, playing 
sports, video games, and so on, as well as the child’s general interests in school courses and 
material.  
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Both classes will receive the same curriculum and class structure, i.e. both classes start 
with the same traditional set­up, standards, and support. However, the experimental group will 
supplement the traditional style Lessons 2 and 3 with GameA, Lesson 5 with GameB, and 
Lesson 7 with GameC. Students in the experimental group will use 2014 computers with 
Windows 8 to access and play GameA, GameB, and GameC. During and after lessons, 
students will be tested with traditional methods, i.e. quizzes, tests, class participation, and 
small­scale projects. At the end of the semester, both classes will receive another intelligence 
test and the same questionnaire will be sent to their parents again. Assessment data from each 
class will be compared along with the results from the parent questionnaire, and the results will 
be analyzed using a t­test with independent samples.  
 
Results 
This study is a hypothetical study. There is no actual data. 
 
Discussion 
Our hope is that the experimental game­based group experiences: 
1. A deeper understanding and/or better recall of the lesson’s content. 
2. Motivate students to pursue the material more. 
3. More enjoyment from the classroom. 
Once the study is conducted, we’ll be able to analyze the data we collect to determine 
the effects of game­based learning on student achievement and motivation. However, we lack 
the games, the content and curriculum focus, and the age / grade level to test this study. Ideally, 
we would prioritize the study based on funding or budgetary constraints. This would give shape 
and direction to the study. For example, the games used in the study could range from free 
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online games to purchasable games for devices like an iPad to games that must be created for 
a custom lesson. Additionally, there may be a specific grade level or content area that we have 
to focus on. 
Limitations that can impact the results of the study include factors such as the individual 
differences among students and the prior knowledge they activate, learning behaviors, learning 
styles, any accommodations they need, access to the games and interactive material, and other 
personal and environmental differences.  Many of these limitations would be noted with the 
results from the initial questionnaire. In addition to the student’s learning styles, teacher’s 
instructional styles need to be taken into consideration as well. Teachers present information in 
different ways and have access to various resources, which can impact their comfort level with 
the content, as well as their command of the subject matter.  Another limitation can be found 
with the technology that is offered in the classroom.  If a teacher is not comfortable with 
technology, or is unable to use gaming technology, he or she may not be able to implement the 
technology into his or her classroom.  The amount of technology offered in a classroom also 
could have a large impact on the study, such as if the classroom has one­to­one technology or 
has a high ratio of students to technology in the classroom, which may impact how the time is 
allotted for students to play games.  
For future research, we will design a study that investigates the elements within each 
game, test the games outside of the classroom environment, and then analyze those results 
using an analysis of variance (ANOVA) test. Each game will be broken into the player(s), 
purpose(s), procedure(s), rule(s), resistance(s), resource(s), feedback(s), and format(s) of the 
game. Next, we would compare the elements of each game, the results of each group, and how 
the elements affected the results.  After analyzing which factors, such as resources or 
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resistances, differed in the more successful groups, we would reconstruct the games with the 
amended features and measure the new outcomes. 
Game­based learning is a promising field that offers a lot to students and teachers. As 
we understand more about game­based learning, we’ll be able to design for specific students, 
content, and curriculums. “It is also important to acknowledge that there is no single approach, 
but rather a tremendous variety of ways that game­based and game­inspired thinking may 
transform the way we think about formal education” (Fishman & Aguilar, 2012, p. 116). 
 
References 
  
1. Alkhafaji, A., Grey, B., & Hastings, P. (2012) Establishing a new framework to measure 
challenge, control, and goals in different games. Proceedings. GLS 8.0 games + learning 
+ society conference.  49­54. 
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trial. PLoS ONE 9(3): e92269. doi:10.1371/journal.pone.0092269 
26. McGonigal, J. (2011). Reality is broken: Why games make us better and how they can 
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27. Millstone, J. (2012) Teacher attitudes about digital games in the classroom.  The Joan 
Ganz Cooney Center at Sesame Workshop in collaboration with BrainPOP, 1­2. 
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Cambridge, MA: The MIT Press. 
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theories to the design of educational technology.  Proceedings. GLS 8.0 games + 
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restless. Educause. Retrieved from http://net.educause.edu/ir/library/pdf/erm0620.pdf 
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Journal Of E­Learning,10(2), 249­256. 
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012dl.pdf 
36. Winner, M. (2014) Teach math with the wii: Engaging your K­7 students through gaming 
technology.  Webinar presented by edweb.net.  Retrieved from 
http://www.instantpresenter.com/WebConference/RecordingDefault.aspx?c_psrid=EA59
D986844C. 
 
16 

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