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PII: S0360-1315(15)00093-7
DOI: 10.1016/j.compedu.2015.03.015
Reference: CAE 2823
Please cite this article as: Soflano M., Connolly T.M. & Hainey T., An Application of Adaptive Games-
Based Learning based on Learning Style to Teach SQL, Computers & Education (2015), doi: 10.1016/
j.compedu.2015.03.015.
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Abstract: The fact that each student has a different way of learning and processing information has long been
recognised by educationalists. In the classroom, the benefits derived from delivering learning content in ways that
match the student’s learning style have also been identified. As new modes of delivery of learning content such
as computer-assisted learning systems (e.g. eLearning) have become increasingly popular, research into these
has also identified the benefits of tailoring learning content to learning styles. However, in games-based learning
(GBL), the adaptation based on learning style to enhance the educational experience has not been well
researched. For the purpose of this research, a game with three game modes has been developed: 1) non-
adaptivity mode; 2) a mode that customises the game according to the student’s learning style identified by using
a learning style questionnaire; and 3) a mode that has an in-game adaptive system that dynamically and
continuously adapts its content according to the student’s interactions in the game.
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This paper discusses the term adaptivity in a GBL context and presents the results of an experimental study
investigating the differences in learning effectiveness of the different game modes compared to a paper-based
learning. The study was performed with 120 Higher Education students learning the database language SQL
(Structured Query Language). The results show that the game developed, regardless of mode, produced better
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learning outcomes than those who learned from a textbook while adaptive GBL was better in terms of allowing
learners to complete the tasks faster than the other two game versions.
Keywords: Games-Based Learning, Adaptivity, Learning Style, SQL, NeverWinter Nights, RPG
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1 Introduction
The fact that each student has a different way of learning and processing information has long been
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recognised by educationalists (Kolb, 1984; Felder & Brent, 2005). In the classroom, the benefits
derived from delivering learning content in ways that match the student’s learning style have also
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been identified (Smith & Renzulli, 1984; Price, 2004). As new modes of delivery of learning content
such as computer-assisted learning systems (e.g. eLearning) have become increasingly popular,
research into these has also identified the benefits of tailoring learning content to learning styles
(Miller, 2005).
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However, as Connolly and Stansfield (2006) have suggested, eLearning simply replicates the
traditional education system (classroom style) and may be overly focussed on method of delivery, i.e.
delivering materials over the web rather than on actual teaching and learning, and indeed motivating
and engaging the students in the learning process. In contrast, games, particularly video games,
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appear to be able to engage people over extensive periods of time and also motivate them to re-play
the game repeatedly until they have mastered it (Kirriemuir & McFarlane, 2004). Therefore, some
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educationalists (for example, Prensky, 2006) have considered games to be a potential platform in
supporting student learning and have turned their attention to what is now called games-based
learning (GBL).
While many GBL applications have been developed in the last two decades, there remains a lack of
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empirical evidence to support the use of GBL for learning purposes (Connolly et al., 2012). Given that
there appears to be genuine advantages for learning outcomes to be derived from the adaptation of
teaching materials to learning styles in the classroom and remotely through eLearning, it may also be
possible that GBL applications that are adapted to the individual’s learning style would improve
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learning outcomes.
Kirriemuir and McFarlane (2004) have suggested that games, unlike classroom learning or eLearning,
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provide a different type of engagement as they demand constant interaction and generate a ‘flow’ that
could assist in engaging students. It is therefore possible for students to adopt different leaning styles
in GBL than they adopt in other learning settings.
In the next section, adaptivity is discussed followed by a short review of learning style theories and a
review of previous empirical work in adaptive GBL particularly those based on learning styles. Section
3 presents the game that has been created for this research study and Section 4 discusses the
research methodology used to evaluate the game. Section 5 discusses the evaluation of the adaptive
GBL application. The evaluation includes analysis of the difference in learning effectiveness and
completion times between experimental groups. Section 6 provides conclusions from the study and
discusses future research directions.
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2 Previous Research
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In modern computer systems, adaptability is usually implemented by providing options that allow the
user to customise the system according to their preferences. For example, in eLearning a student can
choose a font size and font style associated with the learning materials. Conversely, adaptivity does
not explicitly require input from the users and it is usually hidden from them. The users simply see the
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result of the customisation process provided by the system.
Although both types can exist in a computer system, each type has differences in terms of its usage.
Nowadays, adaptability through user customisation is widely adopted and exists in many computer
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systems. Whilst it is certainly useful in some circumstances, adaptability requires direct manipulation
from the user that can result in an increase in the user’s cognitive load, especially if there are many
options the user needs to choose from (Oppermann, Rashev & Kinshuk, 1997). Cognitive load theory
(Sweller, 1994) suggests that learning may be enhanced if instructional materials are designed to
reduce the levels of extraneous cognitive load.
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Conversely, adaptivity can capture the interactions between the user and the computer system and
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the adaptivity analyses the historical interactions before making an automatic adjustment. Adaptivity is
considered to be less intrusive compared to adaptability as it does not require the user to make any
changes and, as a result, the interaction between the user and the system can be maintained. This is
useful especially in a system that has a considerable amount of elements that the user would need to
manipulate. In addition, adaptivity can be used for a behavioural pattern analysis of the user’s
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interaction with the system. Such an analysis may be used to create different user experiences. The
disadvantage of adaptivity is that the user does not have direct control in customising the system.
According to Ismailovic et al. (2012), adaptivity involves players monitoring, characterisation and
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assessment and adaptive intervention. The purpose of adaptivity is to support, encourage and
motivate the player by considering the player’s strength and weaknesses (Budiharto et al., 2013;
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Ming-Chun & Shyan-Ming, 2013; Gasimov et al., 2010). Adaptivity has also been used to make
games more challenging, engaging and fun as well as to increase replayability (Li et al., 2014; Ibanez
and Delgado-Mata, 2011; Sweetser and Wyeth, 2005). However, as noted in the comprehensive
survey by Karpinskyj et al (2014), there is still a lack of empirical evidence related to the effect of
adaptivity in player experience. Doukianou et al (2014) has also noted the limited empirical evidence
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system.
According to Charles et al. (2005) and Melis and Monthienvichienchai (2004) adaptation can be
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many computer-assisted learning applications with its reliability and validity being confirmed is the
Felder-Silverman learning style. The Felder-Silverman learning style model (1988) was developed by
Richard Felder and Linda Silverman. The model consists of four main elements as shown in Table 2
(Sharda, 2007; Graf, Viola, Leo & Kinshuk, 2007) with two of the main elements replicating those
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selected by Kolb and MBTI (perception and processing). As shown in Table 1, each main element
consists of two sub-elements that represent the element a person may have, for example a person
may prefer to use visual or verbal materials (Graf et al., 2007).
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Table 1: Elements of Felder-Silverman’s learning style
Main Elements Sub-Elements A Sub-Elements B
Perception Sensing: prefer to use existing ways Intuitive: prefer to try new ways,
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than exploring new ways, prefer to prefer to learn abstract material, not
learn concrete materials, careful with careful with details
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details
Input Visual: prefer to learn materials Verbal: prefer to learn materials by
presented in pictures, chart or text or audio, having difficulty with
diagrams visual style
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The Perception element consists of two sub-elements: sensing and intuitive. Sensing students prefer
to learn facts and concrete learning materials, whilst intuitive students prefer abstract materials with
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general principles rather than concrete materials. The Input element relates to the presentation of
materials preferred by students. Visual students prefer to learn using pictures, diagrams, graphics,
etc., whilst verbal students prefer to listen or read the learning materials. Verbal students tend to be
able to remember written or spoken text or a sentence. For example, in an advertisement, some
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people remember the slogan, whilst others remember what the advertisement looks like.
In the Processing element, active students prefer to learn by doing and enjoy discussion with other
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people, whilst reflective students prefer to reflect on the learning materials alone (learning by thinking
it through). Active students can be categorised as extroverted and reflective students can be
categorised as introverted. In the Organisation of materials, sequential students learn in a step-by-
step/linear sequence, following a logical sequence, whilst global students absorb learning materials
randomly and when they have learned enough, they will understand the whole picture. Global
students can also be categorised as holistic students and sequential students as serial students whilst
sensing - sequential students have a tendency to be convergent and intuitive and global students
have a tendency to be divergent students.
Amongst the theories, the Felder-Silverman learning style has been identified as having a greater
number of benefits compared to other learning style theories. The Felder-Silverman learning style
model has been widely used in eLearning and GBL and its reliability and validity have been tested
(Kuljis & Liu, 2005; Litzinger et al., 2005; Cook, 2005; Livesay et al., 2002; Van Zwanenberg,
Wilkinson & Anderson, 2000; Zywno, 2003). When compared to other learning style models, the
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Felder-Silverman model represents elements from most models, which indicates the generalisability
of the model (Limongelli et al., 2009).
However, not all elements of learning style theory can be adopted in GBL. According to Becker (2007)
one of the main characteristic of games, regardless of the genre, is their interactivity, which requires
players to actively interact with the game, and indicates that the ‘reflection’ element of the Felder-
Silverman learning style may not be relevant to GBL. This statement is also supported by Boyle,
Connolly and Hainey (2011) who indicated that games provided an active, experiential, situated and
problem-based learning environment.
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A systematic literature search was conducted on electronic databases including: Association for
Computing Machinery (ACM), Cambridge Journals Online, Institute of Electrical and Electronic
Engineering (IEEE), Index to theses, IGI Global, Ingenta Connect, Science Direct, Springer Link,
Wiley Online Library, Extended Academic ASAP, Simulation and Gaming and Emerald. The following
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search terms were used:
(adaptive or adaptivity or personalisation or personalization or “learning style”) and (“serious
games” OR “games-based learning”)
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The search returned 1334 papers, however, after detailed analysis only 27 papers were identified as
being relevant to adaptive GBL applications with empirical evidence and these are summarised in
Table 2 while only 2 papers are related to adaptive GBL based on learning style.
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Table 2: Existing Empirical Evidence in Adaptive GBL
Authors Area Adaptivity
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Felicia & Pitt (2007, 2008, Learning style and personality traits (The
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2009) Big-5 model).
Conati & Zhou (2002), Cognitive theory of emotions (joy, distress,
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Conati & Zhao (2004) pride, shame, admiration and reproach).
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theory.
Hwang et al. (2012) Plantation Felder-Silverman (sequential - global).
Lee & Ko (2011) Logic programming Successful rate of the code execution.
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Tavassolian et al. (2014) Time-balancing The performance of the student
Exergame, Chinese
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Zhang et al (2012) The performance of the student
culture, Olympics
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Tong & Chignell (2014) Cognitive Assessment The performance of the student
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Amongst the papers found, only two research papers contain empirical evidence related to learning
styles: Lynch et al. (2008) and Hwang et al. (2012). Lynch et al. (2008) developed Ootle-U to teach
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aspects of food safety. The game is adapted to the student’s learning style, based on Dunn and
Dunn’s theory: motivation/learning enjoyment (M); persistence towards task completion (P); sense of
responsibility (R); structure (S); alone versus peer (AP); auditory (A); visual (V); tactile (T); and
kinesthetic (K). The authors suggested that M, P, R and S were related to emotional preferences
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while A, V, T and K could be categorised as perceptual preferences. Their experiment involved 217
participants to measure the learning effectiveness of the game. The effectiveness was measured by
comparing the pre-test and post-test scores. The experiment also assessed the impact of learning
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style on learning effectiveness and the correlation between the learning achievement and the game.
The results showed that the participants’ knowledge in food safety was improved although the results
indicated that the improvement was not significant because the students had prior knowledge of the
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subject matter. With respect to learning style, the experiment indicated that a greater number of
participants preferred to mix their learning methods rather than consistently use a single learning
method. The authors suggested that perhaps the participants, who were considered as digital natives,
interacted with various different media in their everyday life.
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Hwang et al. (2012) developed an adaptive GBL application based on learning style to teach about
plantation. Their evaluation of the game involved 46 participants and they investigated whether
learning in a game that could match the student’s learning style was better than a game without any
consideration of the student’s learning style in terms of learning effectiveness and motivation. The
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experiment also evaluated the easiness and usefulness of the game. A pre-test/post-test
experimental design was used with an equal number of participants in the control group (who played
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the game without any adaptivity) and the experimental group (who played the game with adaptivity
based on the learning style identified before the game). The learning style adopted in this research
was the ‘sequential/global’ element of the Felder-Silverman learning style, identified using their
learning style questionnaire, while a test sheet was used in the pre-test and post-test to measure the
knowledge of the participant on the subject matter. The results showed that the adaptive version had
a significantly higher learning effectiveness.
From the empirical evidence generated from the adaptive GBL that has been discussed above,
adaptivity has the potential for improving learning effectiveness in GBL. Moreover, it has also shown:
• The current trend in adaptive GBL research is the investigation of the effect of theories used as
the basis for the adaptivity. Such theories may be personality theories as researched by Felicia
and Pitt (2009) or learning styles as used by Lynch et al. (2008) and Hwang et al. (2012).
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• The majority of research in adaptive GBL uses a pre-test/post-test experimental design. This is
mostly used when measuring learning effectiveness as reflected in the differences between pre-
test and post-test either within or between control and experimental groups. The analysis
methods adopted in the studies are mainly quantitative.
• The adaptive systems mostly use log files or a database to collect information about interactions
between the games and the students.
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developed. The game was intended to teach the basics of the database programming language SQL
(Structured Query Language) while the learning style adopted in this game was the Felder-Silverman
learning style model, particularly the presentation elements (picture-text). The Felder-Silverman
learning style model has been widely used in eLearning and its reliability and validity have been
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tested. When compared to other learning style models, the Felder-Silverman model represents
elements from most models, which indicates the generalisability of the model. The selected genre of
the game developed for this research was role-playing games (RPG) using the NeverWinter Nights 2
engine.
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In this study, there were three modes of the same game designed and developed:
• A non-adaptive mode of the game. This mode treats all students the same and takes no account
of the student’s learning style.
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• An out-of-game adaptive mode. The characteristics of a student are identified by means of the
Felder-Silverman learning style questionnaire completed in advance of playing the game and the
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gameplay is then customised according to the student’s learning style.
• An in-game adaptive mode. In this mode, the student’s characteristics are identified during the
gameplay. As it is possible for the student to change learning style in the course of the game, the
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game has an adaptive system that can automatically customise the game in real-time according
to the student’s current learning style. The student’s current learning style is identified by
analysing historical interactions between the student and the game.
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The difference between the modes concerns the nature of the adaptive approach adopted while the
rest of the game elements such as storyline, game environment, controls and game interface, are
identical. The adaptive approach itself was implemented through the presentation of the learning
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3.1 SQL
In this research, a module on Structured Query Language (SQL) was selected as the basis of
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research. SQL was developed as the standard language to allow an individual to define and
manipulate data stored in a relational database. SQL is used in many modern Database Management
Systems (DBMSs) available today and the language itself is descriptive and has a similar structure to
English. Therefore, SQL has been identified as one of the essential programming skills and it is
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SELECT * FROM user_tbl
SELECT * FROM user_tbl WHERE city = ‘Glasgow’
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SELECT firstname, lastname FROM user_tbl WHERE age > 27 AND city = ‘Glasgow’
SELECT firstname, lastname FROM user_tbl ORDER BY age DESC
SELECT COUNT(*) FROM user_tbl
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SELECT MIN (age) FROM user_tbl
SELECT MAX (age) FROM user_tbl
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SELECT AVG (age) FROM user_tbl
SELECT DISTINCT (city) FROM user_tbl
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In a database and SQL course, a case study is often used that requires learners to analyse a
particular task and then create an SQL statement according to the needs identified. In this research,
this case study will be implemented through the game story. The game element is what is expected to
motivate students to learn SQL and also to give them the opportunity to test their knowledge through
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the game missions. The process of completing the game involves a learner in appropriately applying
the material delivered to create the correct SQL query if they are to make progress through the game.
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3.2 Gameplay
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The game was developed to achieve the above learning outcomes in a 3D Role-Playing-Game (RPG)
created through the Aurora toolset from NeverWinter Nights 2. In this game, learners control an
avatar that they can personalise at the beginning of the game. The avatar can be controlled by point-
and-click using a mouse and also by using keyboard shortcuts. The same method also controls the
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game’s 3D camera.
When designing an educational game it is necessary to consider how to teach the learning materials
without losing the ‘fun’ part of the game so learners can remain motivated to learn the materials. One
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way of maintaining motivation is to blend the materials and the game story in such a way that the
learning materials are part of the challenge of the game (Marsh, Li, Klopfer, Chuang, Osterweil &
Haas, 2011). It was decided to base the game on the story of a criminal investigator, a role to be
adopted by the learner, who undertakes quests for information to arrest criminal masterminds, using
warrants the learner gains based on the evidence and information collected. During the course of the
game, the learner is also required to collect data and evidence by talking to Non-Player Characters
(NPCs) before a warrant to arrest the criminals can be issued. Figure 1, 2 and 3 show the sequence
of conversation on the first mission.
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Figure 1: Conversation Sequence - First
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Figure 3: Conversation Sequence - Third
The data and evidence collected are automatically stored in a fictional database while the
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conversation system allows the player to choose the learning style, in this case the type of
presentation, preferred. In the non-adaptive mode of the game, the game is passively recording the
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type of presentation chosen by the player. In the in-game adaptive mode, the game's adaptive system
automatically sets the default type of presentation according to the type selected the most by the
player. On each conversation, the player is also provided with an option to change the type of
presentation and such changes are recorded and analysed by the adaptive system for the next
conversation.
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The game is designed to require the learner to retrieve the required data and evidence from the
fictional database by using appropriate SELECT statements in order to get the warrant. The game
structures learning by increasing the level of complexity of the SQL queries that the learner must
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construct as the game progresses. When the player makes a mistake when constructing the
statements, the player can retry it and also will be given a chance to choose their preferred learning
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style by selecting their preferred presentation. As the process of real-life crime investigation parallels
to some extent the process of investigation reflected in the game story, this element may help the
learner to understand how the learning content is applied in real life.
The game contains three main missions and a number of side missions. For each mission, the learner
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learns different forms of SELECT statements specified above. To help the learner complete the tasks,
there are instructions specific to each task and the learner can choose how these instructions are
presented, either as text or picture/diagram, to reflect their learning style. By completing these tasks,
the learner can learn how to create and use SELECT statements by entering the appropriate
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statement into a textbox to solve a given task. The learner is given six chances to create the SQL.
Once the learner has successfully created SQL queries in response to the task requirements, the
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warrant to arrest the key criminals will be issued, which will allow the learner to arrest these criminals.
If the learner fails to create the correct SQL after the six chances, the learner will still get the warrant
so the learner is not blocked from progressing. When the key criminal on a mission is arrested, the
learner will receive a reward and positive feedback from NPCs, such as the chief inspector who
usually gives the missions, and then the game story will proceed to the next mission.
As for the detail of the story, at the beginning of the game the learner can create and personalise his
or her own avatar. Once the avatar is created, the learner will appear in the police headquarters as a
new recruit. In the first mission, the learner is required to investigate the case of a missing classified
document, which later connects to further missions investigating cases of corruption, potential
rebellion and an assassination plot. For the purposes of gathering data and evidence, students will
have to travel to particular areas of the game world to talk to NPCs and sometimes they will encounter
enemies. The game also contains fighting scenes that require a simple point-and-click using the
mouse. The storyline is designed in such a way that the learner can easily find out what to do by
using the ‘Journal’, which provides details of the missions including the relevant locations for the
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missions, and where to go by using a map that pinpoints important characters and locations.
Provision of the ‘Journal’ and the map are to help the learner focus on solving the missions, which are
related to the learning objectives, rather than be distracted by the mechanics of the game with related
problems such as getting lost when trying to find the relevant places or wasting time in finding NPCs.
Figure 4 and 5 provide some screenshots from the game.
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Figure 4: Screenshot of an area – Central Plain
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that is customised to his or her previously identified learning style;
• An ‘in-game adaptivity game’ group that will play the game in the in-game-adaptivity mode. This
mode allows the game to automatically identify and adapt to a student’s learning style based on
his/her interaction with the learning content.
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The learning outcomes of each group were then analysed and compared.
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4.2 Methodology
In this experiment, 120 university students with no knowledge of SQL voluntarily participated in the
study. Only the participants who scored 0 in the pre-test SQL test (Appendix 2) were selected in this
study. The participants were 83 undergraduate students (69.2%) and 37 postgraduate students
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(30.8%) with 43 students from the University of the West of Scotland (35.8%), 46 students from
Heriot-Watt University (38.3%), 19 students from Napier University (15.8%), 9 students from
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University of Edinburgh (7.5%), 2 students from Glasgow University (1.7%) and 1 student from
Strathclyde University (0.8%). The participants were also selected from various programmes. There
were 78 participants (65%) from computing programmes, 1 student from accounting (0.8%), 3
students from business (2.5%), 10 students from engineering (8.3%), 1 student from finance (0.8%), 3
students from languages (2.5%), 1 student from law (0.8%), 7 students from life science (5.8%), 9
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students from management (7.5%), 2 students from mathematics (1.8%), 1 student from medicine
(0.8%), 1 student from nursing (0.8%), 1 student from psychology (0.8%) and 2 students from social
science programmes (1.8%). For the purposes of analysis, the participants were categorised into two
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groups, computing and non-computing students, because the number of participants in each of the
non-computing programmes were too low to be analysed individually.
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The participants were recruited from the universities by visiting campuses, classes, libraries and
student accommodation. Particularly at UWS, student mailing lists and posters were used. The
participants were recruited voluntarily without any incentive offered. When approached, the
participants were asked if they would like to participate in the experiment and the process of the
experiment was described. The participants were told the experiment was to investigate how the
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subject (SQL) is learnt and that this experiment would involve tests to measure the learning
effectiveness. There was no time limit for the experiment, however, the approximate duration of this
experiment was explained at this point. The treatment on each group described on section 5.1 was
also explained. Once the participants agreed to voluntarily participate in the experiment, the
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participants were then randomly allocated to a group. For those who were allocated to the game
groups, the experiment was conducted by using the researcher's laptops while the paper-based group
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participants were given a textbook. The textbook used was Database Systems: A Practical Approach
to Design, Implementation and Management by Connolly and Begg (2004) and the highlighted pages
were the basic SELECT, conditional SELECT and aggregate functions (page 117 to 133) although the
participants had the freedom to read any sections they wished. The textbook contains a case study
including SQL examples and solutions. Besides presented examples and solutions relevant to the
case study implemented in the game story, the game also presented the same SQL theory as the
textbook.
Before the experiment, the participants were asked to answer the Felder-Silverman learning style
questionnaire (Appendix 1) to identify their individual learning style. During the game, the interaction
between the participants and the game were recorded automatically to identify the participant’s
learning style during the game. At the end of the game, the participants were asked to answer an SQL
post-test (Appendix 3). The Felder-Silverman questionnaire, SQL pre-test and post-test were all
paper-based. The SQL pre-test used different case study than the post-test and the case study in
game is different than the textbook. The game recorded interactions between the participants and the
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learning materials and the records are to be used to analyse in more details on the learning style in
GBL.
There were three experimental groups that represented each mode of the game and one control
group in which the students would learn SQL by using a textbook. Each participant was allocated
randomly to one of the four groups. In this section, the groups will be referred to as: the paper-based
group, the non-adaptive game group, the out-of-game learning style (LS) group and the in-game
adaptive group. In the paper-based group, the participants were given a textbook about SQL while
participants on the other groups learnt SQL through a game with a mode of adaptivity described
previously.
The participants were required to answer the SQL tests and those aspects of the game relating to the
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questionnaire. The SQL tests were conducted twice: in both the pre-test and post-test. In the pre-test,
the SQL test was used to identify the participants’ knowledge of SQL. Those who had no knowledge
of SQL were selected for the experiment to ensure the participants had the same initial knowledge of
SQL. By doing so, the authors tried to reduce the possibilities of recruiting participants who may have
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learnt SQL before as they may be easily recall what they have learned before considering the forms
of SQL are similar and the materials in this experiment are normally taught together. The SQL post-
test was used to test the students’ knowledge of SQL after learning SQL through the game or after
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studying the prescribed textbook. The SQL pre-test had similar questions to the post-test with 11
questions in total. The maximum points achievable for the SQL pre-test and post-test was 16. The
analysis of the learning effectiveness to be conducted was a non-parametric test according to the
Levene statistic = 8.280 (p<0.001), while the analysis for the completion time was also a non-
parametric test according to the Levene statistic = 3.879 (p<0.024). A Levene statistic with p<0.05
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means the homogeneity cannot be assumed. In this paper, the confidence value used was 95%
(p<0.05).
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5 Results
This section describes the results of the experiment starting from differences in learning effectiveness
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followed by the completion time analysis between the experimental groups. Before discussing the
results, it is noted that the tests were marked by the researcher and by an independent marker, an
SQL expert. A reliability of the marking of the tests was conducted using the Cronbach Alpha test
(Kinnear & Gray, 2008). The test showed that the Cronbach Alpha value of the reliability in marking
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was 0.990, which means the post-test scores marked by the researcher were consistent with the
scores marked by the independent rater.
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• H0A: There is no difference in learning effectiveness between the paper-based group and the
game groups.
• H1A: There is a difference in learning effectiveness between the paper-based group and the game
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groups.
The learning effectiveness of the paper-based SQL learning for 30 university students had a mean of
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2.6 (SD=3.8065). The mean score of the learning effectiveness from the non-adaptivity game group,
which consisted of 30 students, was 12.517 (SD = 4.690). The learning effectiveness of the out-of-
game LS group, which consisted of 30 students, had a mean score of 12.35 (SD = 4.065). The
learning effectiveness of the in-game adaptive group, which also consisted of 30 students, had a
mean score of 14.042 (SD = 2.354).
When compared to any mode of the game, a significant difference in learning effectiveness between
the groups was found. By using Mann-Whitney U tests, the learning effectiveness for the non-
adaptivity game group was found to be significantly higher when compared to the paper-based
learning group (Z = -5.903, p<0.001). The learning effectiveness of the paper-based learning group
was also found to be significantly lower to the out-of-game LS game group (Z = -5.995, p<0.001) and
the in-game adaptive group (Z = -6.495, p<0.001) and so H0A is rejected.
The analysis of the differences in learning effectiveness between the game groups has three
hypotheses to investigate how differences between the non-adaptivity game group and the other
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game groups and between the out-of game learning LS group and the in-game adaptive group. The
first hypothesis is:
• H0B: There is no difference in learning effectiveness between the non-adaptivity game group and
the out-of-game LS group.
• H1B: There is a difference in learning effectiveness between the non-adaptivity game group and
the out-of-game LS group.
A Mann-Whitney U test showed there was no significant difference between the non-adaptivity group
and the out-of-game LS group (Z = -0.872, p<0.389) and so H0B is accepted.
The second hypothesis is:
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• H0C: There is no difference in learning effectiveness between the non-adaptivity game group and
the in-game adaptive group.
•
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H1C: There is a difference in learning effectiveness between the non-adaptivity game group and
the in-game adaptive group.
A similar result was found when comparing the learning effectiveness of the non-adaptivity group to
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the game with the in-game adaptivity (Z = -0.378, p<0.711) and so H0C is accepted.
The third hypothesis is:
• H0D: There is no difference in learning effectiveness between the out-of game learning LS group
and the in-game adaptive group.
•
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H1D: There is a difference in learning effectiveness between the out-of game learning LS group
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and the in-game adaptive group.
Similar to the result of the first and second hypotheses, a Mann-Whitney U test showed there was no
significant difference between the out-of game learning LS group and the in-game adaptive group (Z =
-1.546, p<0.124) and so H0D is accepted.
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These tests showed that the learning effectiveness for the modes of the game were significantly
higher than those for paper-based learning. A Kruskal-Wallis test was then performed using to
compare all these groups (paper-based, game without adaptivity, game with out-of-game LS and
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2
game with in-game adaptivity) and was found to be significant beyond the 0.01 level (χ = 58.153,
p<0.01) indicating there is a significant difference between the means of learning effectiveness
between groups. A summary of the results is presented in Table 3.
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Groups
Paper-based Group and Non-adaptive Group Z = -5.903, p<0.001 (Non-adaptive
Group > Paper-based Group)
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χ = 58.153, p<0.01
2
All Groups
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5.2 Differences in Learning Effectiveness between Learning Styles
This section investigates the differences in the learning effectiveness for those students with different
learning styles (picture/text) as reflected by the SQL post-test. In the paper-based group, there were 8
participants (27%) with a text-based learning style and the mean for learning effectiveness was 1.5
(SD = 2.712), while 22 participants (73%) had a picture-based learning style and the mean for their
learning effectiveness was 3.0 (SD = 4.114). In the non-adaptivity group, there were 13 participants
(43%) with a text-based learning style and the mean of the learning effectiveness was 13.481 (SD =
3.209), while 17 participants (57%) had a picture-based learning style and the mean of their learning
effectiveness was 11.779 (SD = 5.551). In the out-of-game LS group, there were 13 participants
(43%) with a text-based learning style and the mean for learning effectiveness was 10.788 (SD =
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4.377), while 17 participants (57%) had a picture-based learning style and the mean of their learning
effectiveness was 13.544 (SD = 3.477). In the in-game adaptive group, there were 14 participants
(47%) with a text-based learning style and the mean for the learning effectiveness was 13.411 (SD =
3.001), while 16 participants (53%) had a picture-based learning style and the mean of their learning
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effectiveness was 14.594 (SD = 1.486).
When comparing the learning effectiveness of participants with different learning styles in all groups, a
Mann-Whitney U test indicated no difference in learning effectiveness between those participants who
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had a text-based learning style and those who had a picture-based learning style (Z = -0.011,
p<0.993). The same result was also found when comparing the learning effectiveness of participants
with different learning styles across the game groups (Z = -1.477, p<0.142). The result suggests the
participants with text-based learning style did not have a significantly higher learning effectiveness
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than the participants with picture-based learning style and vice versa.
4.875 (SD = 1.702), while there were 26 participants (87%) from computing programmes and the
mean for their learning effectiveness was 2.250 (SD = 3.938). In the non-adaptivity group, there were
6 participants (20%) from non-computing programmes and the mean for learning effectiveness was
11.583 (SD = 4.104), while there were 24 participants (80%) from computing programmes and the
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mean for their learning effectiveness was 12.750 (SD = 4.877). In the out-of-game LS group, there
were 19 participants (63%) from non-computing programmes and the mean for learning effectiveness
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was 11.382 (SD = 4.61), while there were 11 participants (37%) from computing programmes and the
mean for their learning effectiveness was 14.203 (SD = 2.192). In the in-game adaptivity group, there
were 13 participants (43%) from non-computing programmes and the mean for learning effectiveness
was 13.019 (SD = 2.803), while there were 17 participants (53%) from computing programmes and
the mean for their learning effectiveness was 14.824 (SD = 1.627).
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When comparing the learning effectiveness of participants from different programmes in all groups, a
Mann-Whitney U test indicated no difference in learning effectiveness between participants from non-
computing programmes and participants from computing programmes (Z = -0.274, p<0.787).
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However, a Mann-Whitney U test indicated the learning effectiveness of participants from computing
programmes across the game groups was significantly higher than the learning effectiveness for
those on non-computing programmes (Z = -2.797, p<0.006) potentially because participants from
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computing programme are more familiar with game environment which allows them to effectively
adapt to the learning process throughout the game.
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5.4 Differences in Learning Effectiveness between Education Levels
This section investigates the differences in learning effectiveness, as reflected by the SQL post-test,
for the different education levels (undergraduate/postgraduate). In the paper-based group, there were
26 undergraduate participants (87%) and the mean for learning effectiveness was 1.942 (SD =
3.5618), while there were 4 postgraduate participants (13%) and the mean for their learning
effectiveness was 6.875 (SD = 2.4958). In the non-adaptivity group, there were 19 undergraduate
participants (63%) and the mean of learning effectiveness was 10.934 (SD = 5.281) while there were
11 postgraduate participants (37%) and the mean for their learning effectiveness was 15.250 (SD =
0.783). In the out-of-game LS group, there were 18 undergraduate participants (60%) and the mean
for the learning effectiveness was 13.222 (SD = 3.659), while there were 12 postgraduate participants
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(40%) and the mean for their learning effectiveness was 11.042 (SD = 4.445). In the in-game
adaptivity group, there were 20 undergraduate participants (67%) and the mean of the learning
effectiveness was 13.925 (SD = 2.755) while there were 10 postgraduate participants (33%) and the
mean of their learning effectiveness was 14.275 (SD = 1.315).
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When comparing the learning effectiveness of participants with different education levels in all groups,
a Mann-Whitney U test indicated that the learning effectiveness of postgraduate participants was
significantly higher than undergraduate participants (Z = -2.138, p<0.033). However, a Mann-Whitney
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U test indicated there was no significant difference in learning effectiveness between undergraduate
and postgraduate participants across the game groups (Z = -0.068, p<0.949). This finding might
suggest that the learning from a textbook required a more experienced learner than is required by a
game.
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5.5 Differences in Learning Effectiveness between Genders
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This section investigates the differences in learning effectiveness reflected by the SQL post-test
according to gender (male/female). In the paper-based group, there were 5 female participants (17%)
and the mean for learning effectiveness was 4.2 (SD = 4.0094), while there were 25 male participants
(83%) and the mean for their learning effectiveness was 2.280 (SD = 3.7669). In the non-adaptivity
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group, there were 7 female participants (23%) and the mean for learning effectiveness was 12.857
(SD = 3.660) while there were 23 male participants (77%) and the mean for their learning
effectiveness was 12.413 (SD = 5.029). In the out-of-game LS group, there were 8 female participants
(27%) and the mean for learning effectiveness was 11.094 (SD = 4.698), while there were 22 male
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participants (73%) and the mean for their learning effectiveness was 12.807 (SD = 3.827). In the in-
game adaptive group, there were 8 females participants (27%) and the mean for learning
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effectiveness was 12.875 (SD = 1.512), while there were 22 male participants (73%) and the mean for
their learning effectiveness was 14.466 (SD = 2.486).
When comparing the learning effectiveness of participants based on gender, a Mann-Whitney U test
indicated no difference in learning effectiveness between male and female participants (Z = -0.528,
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p<0.600). However, a Mann-Whitney U test indicated the learning effectiveness of male participants
across the game groups was significantly higher than the learning effectiveness for female
participants (Z = -2.115, p<0.035), suggesting that for this type of game (RPG) and/or subject matter
may not be the most appropriate for female learners.
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In this section, the completion time of the game groups are analysed. The completion time of paper-
based learning group was not included because the completion time of the group was not directly
comparable to completion time of the game groups. The completion time is the time required for the
player to complete the game. The completion times were recorded automatically during the gameplay.
This analysis includes a comparison with the learning style and other characteristics associated with
the player (gender, education level, programmes of study), as well as its correlation with the learning
effectiveness. The mean completion time when learning through the game without adaptivity was
94.67 minutes (SD = 12.893), while the mean completion time for the out-of-game LS group was
90.67 minutes (SD = 14.284) and the mean completion time for the in-game adaptive group was
84.91 minutes (SD = 8.174).
The analysis of the differences in completion times between the game groups has three hypotheses
to investigate how differences between the non-adaptivity game group and the other game groups
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and between the out-of game learning LS group and the in-game adaptive group. The first hypothesis
is:
• H0E: There is no difference in completion times between the non-adaptivity game group and the
out-of-game LS group.
• H1E: There is a difference in completion times between the non-adaptivity game group and the
out-of-game LS group.
When comparing the completion times between the non-adaptive group and the out-of-game LS
group, a Mann-Whitney U test showed no significant difference in completion times between these
two variants (Z = -1.339, p<0.184) and so H0E is accepted.
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The second hypothesis is:
• H0F: There is no difference in completion times between the non-adaptivity game group and the
in-game adaptive group.
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• H1F: There is a difference in completion times between the non-adaptivity game group and the in-
game adaptive group.
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A Mann-Whitney U test showed the completion times for the in-game adaptive group was shorter than
for the non-adaptive group (Z = -2.814, p<0.005) and so H0F is rejected.
The third hypothesis is:
• H0G: There is no difference in completion times between the out-of game learning LS group and
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the in-game adaptive group.
•
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H1G: There is a difference in completion times between the out-of game learning LS group and the
in-game adaptive group.
A Mann-Whitney U test showed no significant difference in completion times between the out-of-game
LS group and the in-game adaptive group (Z = -0.955, p<0.345) and so H0G is accepted.
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To conduct an overall analysis between the groups, the completion times for all the groups were
compared and analysed using a Kruskal-Wallis test. The test also showed that there was a significant
difference in completion times between groups with the in-game adaptive game requiring the shortest
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amount of time to complete, followed by the out-of-game LS game, and the game without adaptivity
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(χ = 7.056, p<0.03). This finding might suggest that dynamically adapting the content is beneficial in
supporting the student’s learning, allowing the student to learn more quickly. A summary of the results
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is presented in Table 4.
Table 4: Comparison of Completion Times
Groups Completion Time between Groups
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Non-adaptive Group and In-game Adaptive Group Z = -2.814, p<0.005 (In-game Adaptive
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Group<Non-adaptive Group)
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χ = 7.056, p<0.03
2
All Game Groups
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programmes the mean for the completion times was 87.59 (SD = 7.977).
To investigate the differences in completion times between the different programmes for each group,
a Mann-Whitney U test was used. This test showed that there was no significant difference in
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completion times for participants from the different programmes in the non-adaptive group (Z = -
0.104, p<0.929), or in the out-of-game LS group (Z = -1.509, p<0.136) and in the in-game adaptive
group (Z = -0.154, p<0.893). The result suggests the participants’ from computing did not have a
significantly faster completion time than the non-computing participants and vice versa.
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5.9 Differences in Completion Times between Education Levels
In the non-adaptivity group, the mean of the completion times for the undergraduate participants was
91.95 (SD = 11.345), while for the postgraduate participants it was 99.36 (SD = 14.562). In the out-of-
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game LS group, the mean of the completion times for the undergraduate participants was 89.61 (SD =
13.682), while for the postgraduate participants it was 92.25 (SD = 15.621). In the in-game adaptive
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group, the mean of the completion times for the undergraduate participants was 84.30 (SD = 8.163),
while for the postgraduate participants it was 90.30 (SD = 6.165). To investigate the difference in
completion times on the basis of level of education for each group, a Mann-Whitney U test was used.
This test showed no significant difference in completion time for participants of different education
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levels in the non-adaptive game group (Z = -1.142, p<0.263), in the out-of-game LS group level (Z = -
0.382, p<0.715) and in the in-game adaptive group (Z = -1.052, p<0.311). The result suggests the
postgraduate participants did not have a significantly faster completion time than the undergraduate
participants and vice versa.
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In the non-adaptivity group, the mean of the completion times for participants with a picture-based
learning style was 94.06 (SD = 14.289), while for those with a text-based learning style it was 95.46
(SD = 11.326). In the out-of-game LS group, the mean of the completion times for participants with a
picture-based learning style was 91.12 (SD = 13.402), while for participants with a text-based learning
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style it was 90.08 (SD = 15.903). In the in-game adaptive group, the mean of the completion time for
participants with a picture-based learning style was 88.19 (SD = 8.534), while for those with a text-
based learning style it was 84.14 (SD = 6.982).
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To investigate the difference in completion times between learning styles for each group, a Mann-
Whitney U test was used. This test showed no significant difference in completion time for those
participants with different learning styles in the non-adaptive game group (Z = -0.042, p<0.975), in the
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out-of-game LS group (Z = -0.231, p<0.829), or in the in-game adaptive group (Z = -1.172, p<0.254).
The result suggests the participants with text-based learning style did not have a significantly faster
completion time than the participants with picture-based learning style and vice versa.
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effectiveness between different adaptive modes of a game and more traditional (paper-based)
learning and the difference in the completion times of the game groups.
The first conclusion is GBL and both types of adaptive GBL applications can be used to teach SQL
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regardless of the learner’s education level, gender, programme of study or learning style as identified
by the learning style questionnaire. Although the participants had no prior knowledge of SQL, they
were motivated to try to learn SQL when playing the games as they observed SQL to be part of the
game and understood that SQL was required to complete the game.
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Second, the research found that all forms of GBL (without adaptivity and both types of adaptive GBL
applications) produced higher learning outcomes compared to paper-based learning of SQL. In
general, this finding is in line with the empirical evidence and the systematic literature review by
Hwang et al. (2012), Conati and Zhao (2004), Felicia and Pitt (2009), Hainey (2010) and Connolly,
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Boyle, MacArthur, Hainey and Boyle (2012) and the empirical evidence produced by adaptive GBL
identified in Section 2.3. It demonstrates the potential of GBL for use as a platform to support the
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teaching SQL.
Third, although, the in-game adaptive group has the highest means of learning effectiveness
compared to other game groups as described in Section 6.1, the difference were not significant.
However, the completion time of the in-game adaptive group is found to be significantly lower than the
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other game groups which indicate that adaptivity has the potential to significantly shortened
completion time. Felicia and Pitt (2009) also found a reduction in completion times between their
experimental adaptive GBL group and the paper-based control group.
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The results show the out-of game LS group has shorter completion times than the non-adaptive game
group which may be because there was only one type of learning material presented. However, it has
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a lower learning effectiveness than the non-adaptive game group which indicates the player may have
different preferences during the gameplay and it may be beneficial to allow the player to change their
preferences during the gameplay. These findings confirm the importance of adapting the game
elements during the gameplay, in this case the learning materials, based on the characteristics of the
player. The in-game adaptivity has the advantage that it monitors and adapts the game elements
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accordingly, which resulted in only relevant learning materials at the time are presented. By filtering
the learning materials, it helps to shorten the player’s completion time and reduce the process and
cognitive load of the player when learning through the game.
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Fourth, when comparing the learning effectiveness of each group, the results show: 1) in general,
there is no difference in learning effectiveness between learning styles; 2) participants from computing
programmes have significantly higher learning effectiveness compared to participants from non-
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computing programmes in all game groups; 3) postgraduate participants have significantly higher
learning effectiveness compared to undergraduate participants in all groups; and 4) male participants
have a significantly higher learning effectiveness compared to female participants in all game groups.
In terms of completion time, the results show: 1) participants in the in-game Adaptive group require
shorter time to complete the game followed by the out-of-game group and non-adaptive group; 2)
there is no correlation between completion time and learning effectiveness; 3) there is no significant
difference in completion time between genders, learning styles, programmes of study and education
levels.
The results from this research have suggested that GBL, particularly adaptive GBL, can be used to
teach a subject such as SQL. However, as suggested by Hays (2005) and Hainey (2010), it is not
possible to generalise from the findings produced here relating to teaching SQL as learning content
via GBL to other contents and other methods of delivery. Another limitation is that the findings may be
specific to the integration of these particular learning materials and the mechanics of the game. For
ACCEPTED MANUSCRIPT
example, the game developed for the purposes of this research has a conversation system
customised to accommodate the teaching of SQL so if this same game were to be used to teach a
different subject, the conversation system would need to be adapted to meet the needs of the new
subject. Such modifications in the game’s specification could give rise to different learning outcomes.
The result of the analysis involving sub-groups such as female/male, undergraduate/postgraduate
and computing/non-computing may require further investigation due to the imbalance between the
number of participants on each sub-group.
For future research, the adaptivity may be improved in future research particularly to address multiple
learning styles in a game and to create more complex adaptivity in various elements of the game and
the results are expected to contribute to empirical evidence of the beneficial effects of GBL and
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adaptive GBL in particular.
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Appendix 1. Felder-Silverman Learning Style Questionnaire
1. I understand something better after I
(a) realistic.
(b) innovative.
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3. When I think about what I did yesterday, I am most likely to get
(a) a picture.
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(b) words.
4. I tend to
(a) understand details of a subject but may be fuzzy about its overall structure.
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(b) understand the overall structure but may be fuzzy about details.
5. When I am learning something new, it helps me to
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6. If I were a teacher, I would rather teach a course
(b) I often just see the solutions but then have to struggle to figure out the steps to get
to them.
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13. In classes I have taken
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(a) who put a lot of diagrams on the board.
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(a) I think of the incidents and try to put them together to figure out the themes.
(b) I just know what the themes are when I finish reading and then I have to go back
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and find the incidents that demonstrate them.
17. When I start a homework problem, I am more likely to
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(b) try to fully understand the problem first.
18. I prefer the idea of
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(a) certainty.
(b) theory.
19. I remember best
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(b) give me an overall picture and relate the material to other subjects.
21. I prefer to study
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(b) alone.
22. I am more likely to be considered
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(a) a map.
(b) in fits and starts. I'll be totally confused and then suddenly it all "clicks."
25. I would rather first
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(a) focus on details and miss the big picture.
(b) try to understand the big picture before getting into the details.
29. I more easily remember
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(a) something I have done.
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30. When I have to perform a task, I prefer to
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31. When someone is showing me data, I prefer
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(a) charts or graphs.
(a) work on (think about or write) the beginning of the paper and progress forward.
(b) work on (think about or write) different parts of the paper and then order them.
33. When I have to work on a group project, I first want to
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(b) brainstorm individually and then come together as a group to compare ideas.
34. I consider it higher praise to call someone
(a) sensible.
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(b) imaginative.
35. When I meet people at a party, I am more likely to remember
(b) try to make connections between that subject and related subjects.
37. I am more likely to be considered
(a) outgoing.
(b) reserved.
38. I prefer courses that emphasize
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(a) appeals to me.
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(a) I tend to repeat all my steps and check my work carefully.
(b) I find checking my work tiresome and have to force myself to do it.
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43. I tend to picture places I have been
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(a) think of the steps in the solution process.
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Diane Keaton Waverley Road Female 32 1
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John Cusack Wester Hailes Male 26 2
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Carlos Wilson Haymarket Male 36 2
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Helen Ho Morningside Female 40 1
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You are required to retrieve the information using SQL based on the following conditions:
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5. Retrieve first name, last name and address of the male staffs who has contracts remaining of
less than 3 years
6. Retrieve the total number of records in the table
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1.
2.
3.
4.
5.
6.
7.
8.
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Appendix 3. Post-test SQL questions
MyRealEstate Company Co. has a database called estatesDB and it contains information about
properties handled by the company. The information about properties is stored in a table called
properties_tbl with columns as followed: propertyname, city, size, price, numberbedroom and
typeofproperty. The size represents in square feet. Here is the table including the data:
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Alesto Glasgow 700 200000 3 Flat
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Alpaydin Edinburgh 1100 500000 3 Villa
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LeBlond Edinburgh 800 300000 2 Flat
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Oram Aberdeen 875 220000 4 House
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You are required to retrieve the information using SQL based on the following conditions:
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5. Retrieve property name, city and price of properties which have size bigger than 600 and
have more than 2 bedroom
6. Retrieve the total number of records in the table
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2.
3.
4.
5.
6.
7.
8.
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Acknowledgements
This work has been co-funded by the EU Lifelong Learning Programme under contract 519057-LLP-
1-2011-1-UK-KA3-KA3NW (Ed2.0Work – European Network for the integration of Web2.0 in
education and work) and as part of the Games and Learning Alliance (GaLA) Network of Excellence
on ‘serious games’ funded by the European Union in FP7 – IST ICT, Technology Enhanced Learning
(see http://www.galanoe.eu).
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Highlights:
- Systematic review of the literature presenting empirical evidence on adaptive GBL
- Evaluation of an adaptive GBL RPG game based on the Felder-Silverman learning style
- Learning effectiveness analysis on paper-based learning and learning through games
- Results show the game groups improve learning effectiveness
- Results show in-game adaptive game group has shortest completion times
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