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Behaviour management within the classroom is one of the most difficult aspects
associated with teaching. Hartas (2011), states a significant contributor to the behaviour of a
class cohort, is socio-economic status. Hartas (2011), continues, that a school in a low-
socioeconomic context can negatively influence the behaviour dynamic within a classroom.
One approach to improve engagement and ultimately classroom behaviour, is a game-based
approach. A game-based approach is defined as, ‘the ability to utilise learning outcomes,
within a playful, interactive setting’ (Kapp, 2012, p. 1-12). This review will analyse literature,
to conclude if a game-based approach is an appropriate action to tackle negative classroom
behaviour within a low-socio-economic context.
Following the previous article, one presented by Sung & Hwang (2013), also explores
the application of a game-based approach within classroom contexts. This cohort study,
conducted in Taiwan, analysed the use of collaborative, game-based classroom activities
within a science-curriculum context. The observations were directed over a six week period,
analysing four classes of differing abilities. Sung & Hwang (2013) were in particular,
analysing the approaches’ use in terms of classroom behaviour management. They found
that utilising a game-based approach within classes, had not only improved student
engagement but also student behaviour. It was stated that ‘time related to behaviour
management of classes decreased by around 27%’. This study has also been known as the
‘foundation of a game-based approach to classroom behaviour’ (Plass, Homer & Kinzer,
2015). Plass, Homer & Kinzer (2015), reviewed these findings and found that a game-based
approach strongly contributes to the psychological aspect of teaching that is otherwise,
overlooked in traditional methods. Whilst this study does display strong evidence for the use
of a game-based approach in terms of classroom management, it fails to outline specific
needs for low socio-economic contexts in countries such as Australia. Thus, lacking detail to
fully answer the research question.
Whilst there is strong evidence to reinforce the use of game-based approaches within
educational settings, there is some areas of concern to consider. One piece of literature that
highlights this is one by Qian & Clark (2016). This meta-analysis conducted in the United
States, analysed the validity of a game-based approach within a modern day, educational
setting. Qian & Clark (2012), found that there was a significant improvement of student
engagement and behaviour amongst studies. However, they found an alarming number of
studies stating that a game-based approach places a large amount of stress to a learner,
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when being assessed. They found 12 studies that identified similar negative traits of the
approach, regarding assessment. Consequently, these findings can be utilised when
implementing within classroom programs. For example, the use of a game-based approach
can be used for the teaching of learning outcomes, but the assessment can be achieved via
traditional or alternative methods. Therefore, the article by Qian & Clark (2016) somewhat
guides our potential answering of the research question. As it has been found that generated
stress by learning environments and activities results in negative behaviours (Gordon, 2001)
and these issues must be addressed when answering the research question.
Whilst there is various pieces literature that convey the use of a game-based
approach within educational contexts, there is quite a limited amount of governmental
resources regarding the approach. However, in 2011 the Victorian Department of Education
and Early Childhood Development, constructed a paper on ‘game-based learning research
trials’. The underpinnings of this paper was ultimately to utilise findings to inform school
practice. The study analysed 38 classes including both primary and secondary cohorts. The
methodology of the study was to analyse the implementation of three different game styles
within classes, including; serious games, virtual games and game-based development. The
study found that serious games were good for student participation but also had the greatest
stress on students. The findings also highlighted that the use of virtual games resulted in
teachers feeling ‘distant’ from their students and unsure on their understanding. However, all
38 classes found success in game-based development, where the basic understandings
were taught and then applied in a game format. Pivec (2007), further amplifies that game-
based development is the most optimal form of a game-based approach, as it allows the
application of concepts in a fun, engaging manner. Therefore, the paper is a suitable guide
in order to inform educational practice on the approach of game-based methods. However,
whilst the paper did find the positive implications to a game-based approach, the document
failed to further apply these findings in modern practice or in different states. The study
should be replicated within other states and socio-economic contexts, in order to portray a
more accurate picture of a game-based approach.
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The study conducted will analyse the use of a game-based approach in application, to
observe its influence on classroom behaviour. The study is aimed at the analysis of schools
particularly in low socio-economic areas, to find a strategy to combat negative classroom
behaviour. In order to achieve this, we will be seeking teacher consent to apply a game-
based approach to their classes and participate in an interview on their findings.
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Interview Protocol
The teacher’s name, key learning area, demographic and other contexts will be established
at the commencement of the interview. The participant will be provided of Western Sydney
University research consent form and ensured that full understanding of the study is
provided. The interview will be conducted over a 5-15-minute period in a casual manner.
Time can be extended if consented by interviewee, if they wish to expand on points and
questions. Participants will be asked for their consent of the use of a recorder, which can be
turned off/on at any point throughout the interview. The basic interview framework is
attached below. However, due to the nature of the interview the structure may differ from
interview to interview. The framework in which this interview was guided was extracted from
Castillo-Montoya’s (2016) article on research interviews.
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The approach in which the interviews were conducted, was one in a semi-structured,
outlined manner. This approach not only allows for the greatest reproducibility of the
interview also allows for the greatest comparison of qualitative studies (Castillo-Montoya,
2016). Having this ‘casual’ approach creates a simpler connection between interviewer and
interviewee. Qu & Dumay (2011), states that a casual interview approach allows a research
participant to feel comfortable to express their beliefs, opinions and experiences. Thus,
adopting this interview approach permits for a valid and reliable collection of qualitative data.
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