Journals / International Journal of Computers in Education / 2024 / Volume: 7 Issue: 2

Impact of Digital Game Design Using Metacognition Strategies on Math Achievement

Pages
—
Publication Date
2024-12-31
DOI
—
🏛️Bibliographic metadata and full text access for this article are provided via DergiPark.
DergiPark Record ↗
✨

AI Summary & Key Takeaways

AI Insight
⚡ TL;DR(Too Long; Didn't Read)

Furthermore, significant positive relationships were identified between meta-cognition, game design, and Scratch, highlighting the potential of game design to enhance mathematics education.

📌 3 Key Takeaways

🎯
Objective & Hypothesis:The aim of this study is to analyze the impact of integrating digital game design with meta-cognitive strategies on academic achievement in mathematics and meta-cognitive awareness.
📊
Key Findings & Data:The researcher developed a three-stage measurement tool to evaluate meta-cognition, game design, and Scratch performance.
💡
Conclusion & Impact:Furthermore, significant positive relationships were identified between meta-cognition, game design, and Scratch, highlighting the potential of game design to enhance mathematics education.
🔬Design:Research Article
📍Scope:Comprehensive Sample
⚙️Variables:Digital game design · mathematics · metacognition

Abstract

The aim of this study is to analyze the impact of integrating digital game design with meta-cognitive strategies on academic achievement in mathematics and meta-cognitive awareness. This research supports the use of advanced technology in classroom environments by combining meta-cognitive skills with digital game design through block coding. Using action research, a purposively sampled study group was formed, consisting of both experimental and control groups. Pre-tests were administered to assess mathematics achievement and meta-cognitive awareness. For six weeks, the experimental group designed games using Scratch, tackling different problems on a weekly basis. The researcher developed a three-stage measurement tool to evaluate meta-cognition, game design, and Scratch performance. Post-tests indicated that the digital game design process positively influenced academic achievement and meta-cognitive awareness. Furthermore, significant positive relationships were identified between meta-cognition, game design, and Scratch, highlighting the potential of game design to enhance mathematics education.

🔖

Cite This Article

Çiftci, K. G., Yıldız, B. (2024). Impact of Digital Game Design Using Metacognition Strategies on Math Achievement. International Journal of Computers in Education, Volume: 7 Issue: 2. https://ajindex.com/articles/1588467

📄 Full Text PDF Viewer

📄

PDF görüntüleyici hazırlanıyor...

References (72)

  1. Arroyo, I., Woolf, B. P., Royer, J. M., Tai, M., & English, S. (2014). Improving math learning through intelligent tutoring and basic skills training. Artificial Intelligence in Education, 14(1), 5-10.
  2. Azevedo, R. (2012). The role of self-regulated learning in fostering student learning in contemporary learning environments. In S. Bridges, R. McGrath, & T. Whitehill (Eds.), Problem-based learning in clinical education (pp. 19-36). Springer.
  3. Backlund, P., & Hendrix, M. (2013). Educational games - Are they worth the effort? A literature survey of the effectiveness of serious games. In Proceedings of the 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES) (pp. 1-8). IEEE.
  4. Barz, N., Benick, M., Dörrenbächer-Ulrich, L., & Perels, F. (2023). The effect of digital game-based learning interventions on cognitive, metacognitive, and affective-motivational learning outcomes in school: A meta-analysis. Review of Educational Research.
  5. Braad, E. (2018). The role of metacognition in game-based learning environments: A critical review. Educational Technology & Society, 21(4), 123-135.
  6. Braad, E., Cornillie, F., De Maeyer, S., Vanluchene, C., Vermeulen, K., & De Marez, L. (2019). Digital game-based learning environments: Barriers and advantages. Journal of e-Learning and Knowledge Society, 15(1), 39-52.
  7. Braad, E., Fisser, P., & Van Joolingen, W. (2020). Educational game design: Effectiveness and usability. International Journal of Learning Technology, 15(2), 123-140.
  8. Braad, E., Degens, N., Barendregt, W., & IJsselsteijn, W. (2021). Development of a design framework for metacognition in game-based learning. Journal of Interactive Learning Research, 32(4), 295–323. Retrieved from https://eric.ed.gov/?id=EJ1363545
  9. Brown, A. L. (1978). Knowing when, where, and how to remember: A problem of metacognition. In R. Glaser (Ed.), Advances in instructional psychology (Vol. 1, pp. 77-165). Lawrence Erlbaum Associates.
  10. Brown, A. L., Bransford, J. D., Ferrara, R. A., & Campione, J. C. (1988). Learning, remembering, and understanding. In R. Glaser (Ed.), Advances in instructional psychology (Vol. 2, pp. 77-165). Lawrence Erlbaum Associates.
  11. Castronovo, F. (2018). Exploring the impact of educational games on learning outcomes. Journal of Educational Computing Research, 56(2), 153-175.
  12. Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016). Digital games, design, and learning: A systematic review and meta-analysis. Review of Educational Research, 86(1), 79-122.
  13. Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661-686.
  14. Çatlak, S., Tekdal, M., & Soykan, E. (2015). The impact of block-based programming environments on student performance and perceptions. Journal of Educational Technology & Society, 18(3), 456-469.
  15. Çubukluöz, Ö. (2019). The impact of Scratch on the mathematical understanding of middle school students. Journal of Educational Technology & Society, 22(1), 123-134.
  16. Desoete, A., Roeyers, H., & De Clercq, A. (2006). Metacognitive skills in mathematics: Academic and developmental aspects. In A. Desoete & M. Veenman (Eds.), Metacognition in mathematics education (pp. 49-67). Nova Science Publishers.
  17. Efklides, A. (2020). Metacognition and learning: Theoretical and practical considerations. Educational Psychologist, 55(4), 243–257.
  18. Ferrara, J. (2012). Playful design: Creating game experiences in everyday interfaces. Rosenfeld Media.
  19. Flavell, J. H. (1976). Metacognitive aspects of problem-solving. In L. B. Resnick (Ed.), The nature of intelligence (pp. 231-235). Lawrence Erlbaum Associates.
  20. Flavell, J. H. (1979). Metacognition and cognitive monitoring: A new area of cognitive–developmental inquiry. American Psychologist, 34(10), 906-911.
  21. Foster, A., Mishra, P., & Koehler, M. J. (2013). Designing for metacognition: The role of self-regulated learning in game-based learning. Educational Technology Research and Development, 61(4), 799-823.
  22. Freitas, S. (2018). Are games effective learning tools? A review of educational games. Journal of Educational Computing Research, 56(2), 209-234.
  23. Galiç, M., & Yıldız, C. (2021). Does Scratch only teach programming? An analysis of mathematical concepts in Scratch projects. International Journal of Educational Technology, 18(3), 145-160.
  24. Gay, L. R. (2006). Educational research: Competencies for analysis and applications (8th ed.). Pearson Education.
  25. Greenberg, B. S., Sherry, J., Lachlan, K., Lucas, K., & Holmstrom, A. (2010). Orientations to video games among gender and age groups. Simulation & Gaming, 41(2), 238-259.
  26. Griffiths, M. D., Kuss, D. J., & King, D. L. (2012). Adolescent video game addiction: Issues for the future. International Journal of Mental Health and Addiction, 10(2), 111-119.
  27. Gui, Y., Cai, Z., Yang, Y., Kong, L., Fan, X., & Tai, R. H. (2023). Effectiveness of digital educational game and game design in STEM learning: A meta-analytic review. International Journal of STEM Education, 10, Article 36.
  28. Hayes, E., & Games, A. (2008). Making learning fun: Quest Atlantis, a game without guns. Educational Technology Research and Development, 56(4), 456-473.
  29. Hill, C. (2015). Exploring the intersection of computational thinking and children's creativity in the context of game design. In Proceedings of the 14th International Conference on Interaction Design and Children (pp. 335-338). ACM
  30. Huizinga, J., Zomeren, M. T., & Hamari, J. (2009). Understanding gamification through an educational lens: The role of game elements in learning. In Proceedings of the European Conference on Games-Based Learning (pp. 26-33). Academic Publishing.
  31. Hwang, G. J., Sung, H. Y., Hung, C. M., & Huang, I. (2015). A learning style perspective to investigate the effectiveness of a game-based learning environment. Computers & Education, 88, 84-95.
  32. Järvinen, A. (2008). Games without frontiers: Theories and methods for game studies and design. In Proceedings of the Nordic Game Research Conference (pp. 13-16). Digital Games Research Association.
  33. Ke, F. (2016). Designing and integrating purposefully designed games for the classroom. Educational Technology Research and Development, 64(2), 143-155.
  34. Kim, J., & Park, H. (2023). The role of metacognitive strategies in educational digital games: Implications for game design. Educational Technology Research and Development, 71(2), 789-812.
  35. Koç, M. (2021). Evaluating the impact of digital educational games on learning outcomes: A metacognitive perspective. Journal of Educational Technology & Society, 24(1), 125-137.
  36. Landers, R. N., & Landers, A. K. (2014). An empirical test of the theory of gamified learning: The effect of leaderboards on time-on-task and academic performance. Simulation & Gaming, 45(6), 769-785.
  37. Lozano, A. S., Canlas, R. J. B., Coronel, K. M., Canlas, J. M., Duya, J. G., Macapagal, R. C., Dungca, E. M., & Miranda, J. P. P. (2023). A game-based learning application to help learners to practice mathematical patterns and structures.
  38. Liu, M., Horton, L., Kimmons, R., & Lee, J. (2023). The role of gamification in learning: A meta-analysis of the learning impact of game elements. Journal of Educational Computing Research, 61(2), 321-345.
  39. Liu, T. C., Lee, S. W. Y., & Chen, C. H. (2010). Exploring the potential of game-based learning in educational contexts: A synthesis. Educational Technology & Society, 13(3), 157-168.
  40. MoNE (2018). Ministry of National Education Mathematics Curriculum
  41. McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin Press.
  42. Nam, C. S., Kang, K., & Go, E. (2010). The effect of collaborative online learning on cognitive and metacognitive skill development. Educational Technology Research and Development, 58(6), 645-671.
  43. Nourian, P., Azadi, S., Bai, N., de Andrade, B., Abu Zaid, N., Rezvani, S., & Pereira Roders, A. (2023). EquiCity Game: A mathematical serious game for participatory design of spatial configurations. Environment and Planning B: Urban Analytics and City Science, 50(9), 2052-2070.
  44. Organisation for Economic Co-operation and Development. (2020). Trends shaping education 2020. OECD Publishing.
  45. Orvis, K. A., Horn, D. B., & Belanich, J. (2009). The impact of self-regulation techniques on learning from a game-based environment. Computers in Human Behavior, 25(6), 1240-1248.
  46. Papert, S. (1980). Mindstorms: Children, computers, and powerful ideas. Basic Books.
  47. Patterson, L., & Shannon, P. (1993). Reflection, inquiry, action. In L. Patterson, C. M. Santa, K. G. Short, & K. Smith (Eds.), Teachers are researchers: Reflection and action (pp. 1-12). International Reading Association.
  48. Panadero, E. (2017). A review of self-regulated learning: Six models and four directions for research. Frontiers in Psychology, 8, 422
  49. Prensky, M (2001). Digital natives, digital immigrants. On the Horizon, 9(5), 1–6.
  50. Prensky, M. (2007). Changing paradigms: From "being taught" to "learning on your own with guidance". Educational Technology, 47(4), 1-3. https://doi.org/10.1007/BF02763354
  51. Rahman, M. T., Smith, L., & Tan, A. (2023). Promoting problem-solving skills through metacognitive strategies in game design. Computers in Human Behavior, 139, 107564.
  52. Salen, K., & Zimmerman, E (2004). Rules of Play: Game Design Fundamentals. Massachusetts Institute of Technology
  53. Schneider, W. & K. Lockl (2002). The development of metacognitive knowledge in children and adolescents. In Perfect, T. & Schwartz, B (eds.). Applied metacognition (pp. 36- 42). Cambridge University Pres.
  54. Schraw, G., & Dennison, R. S. (1994). Assessing metacognitive awareness. Contemporary Educational Psychology, 19(4), 460-475.
  55. Schraw, G., & Moshman, D. (1995). Metacognitive theories. Educational Psychology Review, 7(4), 351-371.
  56. Shin, S., & Park, P (2014). A study on the effect affecting problem solving ability of primary students through the Scratch programming. Advanced Science and Technology Letters, 59(1), 117-120.
  57. Silva, R., Sousa, M., & Pereira, F. (2022). Game design and metacognitive skills: A pathway to enhance learning experiences. International Journal of Learning Technologies, 18(2), 120-135.
  58. Sitzmann, T. (2011). A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel psychology, 64(2), 489-528.
  59. Tang, S., & Chen, P. (2012). Effects of metacognitive strategies on game-based learning. Journal of Computer Assisted Learning, 28(3), 321-334.
  60. Taylor, K., Campbell, M., & McKernan, K. (2010). Enhancing programming skills with a block-based language. Journal of Educational Technology Systems, 39(2), 161-175.
  61. Van Eck, R. (2015). Digital game-based learning: It's not just the digital natives who are restless. EDUCAUSE Review, 40(1), 16-30.
  62. Veenman, M. V., & Spaans, M. A (2005). Relation between intellectual and metacognitive skills: Age and task differences. Learning and Individual Differences, 15(2), 159-176.
  63. Veenman, Marcel V. J., Bernadette H. A. M. Van Hout-Wolters, and Peter Afflerbach (2006). Metacognition and learning: Conceptual and methodological considerations. Metacognition and Learning, 1(1), 3–14.
  64. Vlachopoulos, D., & Makri, A. (2017). The effect of games and simulations on higher education: A systematic literature review. International Journal of Educational Technology in Higher Education, 14(1), 22.
  65. Volkova, I. I (2013). Four pillars of gamification. Middle-East Journal of Scientific Research, 13, 149-152.
  66. Werbach, K (2013). Gamification. Class Lecture, Topic: “Gamification Design Framework” Coursera.
  67. Winne, P. H., & Hadwin, A. F. (2021). Self-regulated learning: Scaffolding students' opportunities to learn. Educational Psychologist, 56(4), 263–278
  68. Wouters, P., & Van Oostendorp, H. (2013). A meta-analytic review of the role of instructional support in game-based learning. Computers & Education, 60(1), 412-425.
  69. Wouters, P., Van Nimwegen, C., Van Oostendorp, H., & Van Der Spek, E. D. (2013). A meta-analysis of the cognitive and motivational effects of serious games. Journal of Educational Psychology, 105(2), 249-265.
  70. Zepeda, C. D., & Nokes-Malach, T. J. (2023). The development of metacognition in childhood: Measuring metacognitive knowledge, monitoring, and control. Educational Psychology Review, 35(2), 459-488.
  71. Zhao, Y., & Ottenbreit-Leftwich, A. (2021). Digital game-based learning and its implications for teaching and learning. Computers & Education, 161, 104071
  72. Zhou, Y., & Li, H. (2023). Exploring the relationship between digital game design and metacognitive processes: Implications for education. Educational Psychology Review, 35(1), 65-92.