2018
Tuomisto, Maiju
Design-based research: Educational chemistry card and board games Väitöskirja
Kemia, Helsingin yliopisto, 2018, ISBN: 978-951-51-4361-7.
Abstract | Links | BibTeX | Avainsanat: chemistry education, context-based learning, educational game design, englanninkieliset väitöskirjat, transfer of knowledge
@phdthesis{Tuomisto2018,
title = {Design-based research: Educational chemistry card and board games},
author = {Maiju Tuomisto},
url = {http://urn.fi/URN:ISBN:978-951-51-4361-7},
isbn = {978-951-51-4361-7},
year = {2018},
date = {2018-01-01},
school = {Kemia, Helsingin yliopisto},
abstract = {
The rationale for this thesis was grounded on the general importance of finding novel, research-based chemistry teaching approaches to engage students in learning, because lower secondary students are commonly not interested in chemistry and their attitudes toward this subject are often negative. Educational games have been noted to promote motivation, interest and enjoyment in learning, but the research in the field has focused more on digital games than card and board games. There is also a need to develop quality evaluation criteria for educational games. Evaluation frameworks have been developed for digital games, but not for card and board games, and particularly not to support the use of educational games in chemistry education. In-game learning is the main purpose of educational games. Therefore learning with an educational game should be connected to a definition that explains how learning principles are tied to playing that game. In previous research, this line of reasoning has not been presented in studies concerning educational chemistry games.
The main research problem in this thesis was: how do we support the design and evaluation of educational chemistry card and board games and in-game learning using them? From the research problem, three aims for the study have been derived: 1) to develop a practical and high-quality tool for designing and evaluating educational card and board games for chemistry education; 2) to design research-based educational games for chemistry education in order to support both the learning of central chemistry concepts and the use of this knowledge and related skills in different daily life situations; 3) to achieve understanding of the relationship between educational games and students’ concept development and transfer of knowledge in context-based learning. In order to achieve the aims, design challenges 1, 2 and 3 were executed in this study.
This thesis followed the research-based principles of design-based research (DBR) and was based on a qualitative approach; hence qualitative research methods were executed in the problem analyses and game testing sessions of three design challenges (1–3) and their cyclic structures. Small-scale questionnaires, diaries, literature review, observations and video recordings were used as data collection methods. Data was analysed using content analyses and conversation analysis. Chemistry teacher educators, chemistry teachers, chemistry and home economics pre-service teachers, and students at upper and lower secondary levels participated in the six case studies of this study.
Design challenge 1 aimed to answer research question 2: which features of an educational game may support the development of lower secondary students’ skills to learn and use a piece of information included in the periodic table? Two educational card games, Periodical Domino and Collect a Triplet, were designed to promote the development of lower secondary students’ ability to learn and use information included in the periodic table. Argumentation and construction of students’ own models of the periodic table were the two specific features in these games. In the first design cycle, the games were developed based on theoretical frameworks about games and educational games, and the results of empirical problem analysis, in which Finnish lower secondary students’ (n = 38, 8th grade) understanding of the periodic table and related topics, and their skills in using it, were studied using two small-scale questionnaires. As a result, information about specific difficulties among students in understanding the concepts related to the periodic table was discovered. The first versions of the games were tested on chemistry teachers (n = 22), on whom a small-scale questionnaire was used. As a result, feedback and suggestions for improving the games were achieved. In the second design cycle, the games were developed further based on the results. According to CHEDU Game design Tool, the games were found to satisfyingly fulfill the quality criteria for educational chemistry card games, and consistency between the evaluators was substantial (Periodical Domino κ = 0.756; Collect a Triplet κ = 0.718). According to evaluators, in these games in-game chemistry learning is supported by making thinking visible, application of knowledge and with suitable challenges in the zone of students’ proximal development. But improvements should be made at least in the categories of pre- and postgame evaluation and connection to the macroscopic level and daily life. Even though Periodical Domino and Collect a Triplet card games were research-based and based on theoretical frameworks developed to support learning, they have not yet been tested with students. Therefore, in this research, it was not possible to present evidence about their actual ability to support lower secondary students’ learning and use of skills regarding the periodic table.
Design challenge 2 aimed to answer research question 1: what kind of game design and evaluation tool for educational card and board games supports both teaching and learning in chemistry education? The educational card and board game design and evaluation tool for lower secondary education (CHEDU Game Design Tool) was designed to support game developers and teachers in designing and evaluating quality educational games particularly for chemistry education purposes. In the first cycle of the design process, a theoretical problem analysis with integrative literature review was implemented. As a result, the elements of high-quality digital and non-digital games and educational games were uncovered. The tool was developed based on these features and the current Finnish national core curriculum for basic chemistry education. In the second design cycle, the tool was tested on chemistry and home economics pre-service teachers (n = 25), while game design diaries were kept and the tool supported the design process. As a result, information about pre-service teachers’ ability to benefit from the game design tool in their game design processes were achieved. The tool was further developed based on the results. The first version of the educational game design and evaluation tool was used in evaluation of the games developed in design challenge 1, and the second version was used in designing an educational board game in design challenge 3.
Design challenge 3 aimed to answer research question 3: how does an educational game in a food and cooking context help students with development and transfer of knowledge between theory, everyday life contexts and hands-on activity? The Proteins in Backyard board game was designed to support lower secondary students in learning about protein chemistry, and in enhancing transfer of knowledge in daily life contexts and in hands-on activity. The theoretical framework about context-based learning, criteria in the CHEDU Game Design Tool and the results of two empirical problem analyses were exploited in the first cycle of the design process. In the first empirical problem analysis, pre-service teachers’ (n = 25) game design processes were analysed and as a result, information about specific quality game elements in their games was collected. In the second empirical problem analysis, upper secondary students’ (n = 22) interest and attitudes toward chemistry, food and cooking, and molecular gastronomy were studied using a small-scale questionnaire. As a result, information about their cooking behaviors, discussions related to chemistry and cooking, as well as their favourite topics in the field of molecular gastronomy were collected. The top three among these students were: fudges, cream foam and meringues. The board game was first tested on chemistry educators (n = 3) and, based on observation, feedback and video recording, important information concerning the game’s playability and video recording settings was collected. In the second cycle, the game was further developed and tested on 9th grade students (n = 6) using video recording, observation and a small-scale questionnaire. As a result, information about in-game activities, such as engagement, in-game learning and transfer of knowledge was collected. Based on the results, development and transfer of knowledge, as well as engaging game elements were noted to be apparent during play, but bridging them to hands-on activity was not observed. Based on the results, the game mechanics and difficulty level of missions in the playing cards in particular were further developed in the third design cycle for the game. This board game was found to fulfill the quality criteria for educational chemistry board games laudably, although there was still room for improvement – for example, increasing difficulty during play was missing.
In general, in this thesis different design solutions were developed to draw on the research on educational games and chemistry education. The Periodical Domino and Collect a Triplet card games, the Proteins in Backyard board game and the CHEDU Game Design Tool are four guiding development models which follow the research-based design processes described in this thesis. Hence, in this study, four prescriptions for successful design processes were developed.
During the design processes, descriptive and guiding theories were also developed. The results of this research suggested new theories about quality educational card and board games by revealing elements that play important roles in increasing the quality of non-digital educational games, and particularly in chemistry education. Simultaneously, the need to develop tools to systematically assess quality of educational games was answered. A theory about using educational game design as a part of chemistry teacher education was developed, and it was observed not just to support previous studies, but also to give new information about the quality game elements in the games designed by pre-service teachers. Also, a new theory about developing educational games to support chemistry learning and about in-game chemistry learning was developed. Theoretical bases for developing research-based quality educational chemistry games were presented so that design decisions concerning both game mechanics, game dynamics and game material were justified in a transparent manner, showing how they are designed to support possible in-game learning. These processes and embedding a hands-on activity into the board game make this study unique compared to previous research in the field. According to this study, when using quality educational games, in-game engagement and learning is possible at least via in-game transfer of knowledge in daily life contexts. This kind of research concerning in-game learning and in-game engagement has not been reported in the previous studies of educational games in chemistry education. However, due to the qualitative nature of this design research, these results are not generalizable, only indicative.
This study presents theory and tools to use quality educational card and board games as an effective teaching approach in chemistry education, as well as providing ideas about how to carry out studies in the field of in-game learning research. It also offers ready-made tools, such as game materials, for chemistry teachers and teacher educators to apply in their teaching.},
keywords = {chemistry education, context-based learning, educational game design, englanninkieliset väitöskirjat, transfer of knowledge},
pubstate = {published},
tppubtype = {phdthesis}
}
The rationale for this thesis was grounded on the general importance of finding novel, research-based chemistry teaching approaches to engage students in learning, because lower secondary students are commonly not interested in chemistry and their attitudes toward this subject are often negative. Educational games have been noted to promote motivation, interest and enjoyment in learning, but the research in the field has focused more on digital games than card and board games. There is also a need to develop quality evaluation criteria for educational games. Evaluation frameworks have been developed for digital games, but not for card and board games, and particularly not to support the use of educational games in chemistry education. In-game learning is the main purpose of educational games. Therefore learning with an educational game should be connected to a definition that explains how learning principles are tied to playing that game. In previous research, this line of reasoning has not been presented in studies concerning educational chemistry games.
The main research problem in this thesis was: how do we support the design and evaluation of educational chemistry card and board games and in-game learning using them? From the research problem, three aims for the study have been derived: 1) to develop a practical and high-quality tool for designing and evaluating educational card and board games for chemistry education; 2) to design research-based educational games for chemistry education in order to support both the learning of central chemistry concepts and the use of this knowledge and related skills in different daily life situations; 3) to achieve understanding of the relationship between educational games and students’ concept development and transfer of knowledge in context-based learning. In order to achieve the aims, design challenges 1, 2 and 3 were executed in this study.
This thesis followed the research-based principles of design-based research (DBR) and was based on a qualitative approach; hence qualitative research methods were executed in the problem analyses and game testing sessions of three design challenges (1–3) and their cyclic structures. Small-scale questionnaires, diaries, literature review, observations and video recordings were used as data collection methods. Data was analysed using content analyses and conversation analysis. Chemistry teacher educators, chemistry teachers, chemistry and home economics pre-service teachers, and students at upper and lower secondary levels participated in the six case studies of this study.
Design challenge 1 aimed to answer research question 2: which features of an educational game may support the development of lower secondary students’ skills to learn and use a piece of information included in the periodic table? Two educational card games, Periodical Domino and Collect a Triplet, were designed to promote the development of lower secondary students’ ability to learn and use information included in the periodic table. Argumentation and construction of students’ own models of the periodic table were the two specific features in these games. In the first design cycle, the games were developed based on theoretical frameworks about games and educational games, and the results of empirical problem analysis, in which Finnish lower secondary students’ (n = 38, 8th grade) understanding of the periodic table and related topics, and their skills in using it, were studied using two small-scale questionnaires. As a result, information about specific difficulties among students in understanding the concepts related to the periodic table was discovered. The first versions of the games were tested on chemistry teachers (n = 22), on whom a small-scale questionnaire was used. As a result, feedback and suggestions for improving the games were achieved. In the second design cycle, the games were developed further based on the results. According to CHEDU Game design Tool, the games were found to satisfyingly fulfill the quality criteria for educational chemistry card games, and consistency between the evaluators was substantial (Periodical Domino κ = 0.756; Collect a Triplet κ = 0.718). According to evaluators, in these games in-game chemistry learning is supported by making thinking visible, application of knowledge and with suitable challenges in the zone of students’ proximal development. But improvements should be made at least in the categories of pre- and postgame evaluation and connection to the macroscopic level and daily life. Even though Periodical Domino and Collect a Triplet card games were research-based and based on theoretical frameworks developed to support learning, they have not yet been tested with students. Therefore, in this research, it was not possible to present evidence about their actual ability to support lower secondary students’ learning and use of skills regarding the periodic table.
Design challenge 2 aimed to answer research question 1: what kind of game design and evaluation tool for educational card and board games supports both teaching and learning in chemistry education? The educational card and board game design and evaluation tool for lower secondary education (CHEDU Game Design Tool) was designed to support game developers and teachers in designing and evaluating quality educational games particularly for chemistry education purposes. In the first cycle of the design process, a theoretical problem analysis with integrative literature review was implemented. As a result, the elements of high-quality digital and non-digital games and educational games were uncovered. The tool was developed based on these features and the current Finnish national core curriculum for basic chemistry education. In the second design cycle, the tool was tested on chemistry and home economics pre-service teachers (n = 25), while game design diaries were kept and the tool supported the design process. As a result, information about pre-service teachers’ ability to benefit from the game design tool in their game design processes were achieved. The tool was further developed based on the results. The first version of the educational game design and evaluation tool was used in evaluation of the games developed in design challenge 1, and the second version was used in designing an educational board game in design challenge 3.
Design challenge 3 aimed to answer research question 3: how does an educational game in a food and cooking context help students with development and transfer of knowledge between theory, everyday life contexts and hands-on activity? The Proteins in Backyard board game was designed to support lower secondary students in learning about protein chemistry, and in enhancing transfer of knowledge in daily life contexts and in hands-on activity. The theoretical framework about context-based learning, criteria in the CHEDU Game Design Tool and the results of two empirical problem analyses were exploited in the first cycle of the design process. In the first empirical problem analysis, pre-service teachers’ (n = 25) game design processes were analysed and as a result, information about specific quality game elements in their games was collected. In the second empirical problem analysis, upper secondary students’ (n = 22) interest and attitudes toward chemistry, food and cooking, and molecular gastronomy were studied using a small-scale questionnaire. As a result, information about their cooking behaviors, discussions related to chemistry and cooking, as well as their favourite topics in the field of molecular gastronomy were collected. The top three among these students were: fudges, cream foam and meringues. The board game was first tested on chemistry educators (n = 3) and, based on observation, feedback and video recording, important information concerning the game’s playability and video recording settings was collected. In the second cycle, the game was further developed and tested on 9th grade students (n = 6) using video recording, observation and a small-scale questionnaire. As a result, information about in-game activities, such as engagement, in-game learning and transfer of knowledge was collected. Based on the results, development and transfer of knowledge, as well as engaging game elements were noted to be apparent during play, but bridging them to hands-on activity was not observed. Based on the results, the game mechanics and difficulty level of missions in the playing cards in particular were further developed in the third design cycle for the game. This board game was found to fulfill the quality criteria for educational chemistry board games laudably, although there was still room for improvement – for example, increasing difficulty during play was missing.
In general, in this thesis different design solutions were developed to draw on the research on educational games and chemistry education. The Periodical Domino and Collect a Triplet card games, the Proteins in Backyard board game and the CHEDU Game Design Tool are four guiding development models which follow the research-based design processes described in this thesis. Hence, in this study, four prescriptions for successful design processes were developed.
During the design processes, descriptive and guiding theories were also developed. The results of this research suggested new theories about quality educational card and board games by revealing elements that play important roles in increasing the quality of non-digital educational games, and particularly in chemistry education. Simultaneously, the need to develop tools to systematically assess quality of educational games was answered. A theory about using educational game design as a part of chemistry teacher education was developed, and it was observed not just to support previous studies, but also to give new information about the quality game elements in the games designed by pre-service teachers. Also, a new theory about developing educational games to support chemistry learning and about in-game chemistry learning was developed. Theoretical bases for developing research-based quality educational chemistry games were presented so that design decisions concerning both game mechanics, game dynamics and game material were justified in a transparent manner, showing how they are designed to support possible in-game learning. These processes and embedding a hands-on activity into the board game make this study unique compared to previous research in the field. According to this study, when using quality educational games, in-game engagement and learning is possible at least via in-game transfer of knowledge in daily life contexts. This kind of research concerning in-game learning and in-game engagement has not been reported in the previous studies of educational games in chemistry education. However, due to the qualitative nature of this design research, these results are not generalizable, only indicative.
This study presents theory and tools to use quality educational card and board games as an effective teaching approach in chemistry education, as well as providing ideas about how to carry out studies in the field of in-game learning research. It also offers ready-made tools, such as game materials, for chemistry teachers and teacher educators to apply in their teaching.