Utilizing Instructional Games As An Innovative Tool To Improve Science Learning Among Elementary School Students
The document discusses a study that examined the effects of using instructional games to improve science learning and motivation among elementary school students. The study involved 16 students from grades K and 1. Students completed pre-tests and post-tests on science concepts before and after participating in game activities combined with classroom lectures. The results showed that the use of games benefited the grade 1 students, as their post-test scores improved, but not the grade K students, whose scores did not change. Teachers also found that the use of games along with lectures helped students understand science concepts. The study concluded with suggestions for future research on using games in elementary classrooms.
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Utilizing Instructional Games As An Innovative Tool To Improve Science Learning Among Elementary School Students
The document discusses a study that examined the effects of using instructional games to improve science learning and motivation among elementary school students. The study involved 16 students from grades K and 1. Students completed pre-tests and post-tests on science concepts before and after participating in game activities combined with classroom lectures. The results showed that the use of games benefited the grade 1 students, as their post-test scores improved, but not the grade K students, whose scores did not change. Teachers also found that the use of games along with lectures helped students understand science concepts. The study concluded with suggestions for future research on using games in elementary classrooms.
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UTILIZING INSTRUCTIONAL GAMES
AS AN INNOVATIVE TOOL TO IMPROVE SCIENCE LEARNING AMONG ELEMENTARY SCHOOL STUDENTS DR. PATRICE JULIET PINDER, ED. D. STEM Education Research Institute (SERI) Indiana University, Purdue University, Indianapolis, Indiana Education researchers and teachers have been interested in improv- ing students' conceptual xmderstanditig and motivational levels to do school work. Over the past two decades, there have heen studies in- vestigating the effects of instmctional games oti students' academic performance and motivation levels. However, the studies conducted were with high school and university students. Relatively few studies have been conducted that examine the efiects of using instmctional games in the elemetitary classroom. Thus, the present study addresses this gap in the literature. The study was primarily a quantitative study and it utilized 16 students; 10 grade 1 students from Atlanta and 6 grade K students from Baltimore. Three Baltimore elementary teach- ers participated. Pre-tests and post-tests were distributed to students and a brief questionnaire was administered to the teachers. Results of the study revealed that the use of games in combination with class- room lectures were beneficial for the grade 1 students, but not for the grade K students. Additionally, the teachers found the use of games in combination with lectures to be "highly effeetive" in helping their students to understand basic science concepts. This research concluded with suggestions for future research and also gave some suggestions for cross currieular use of instmetional games. Keywords: instmctional games, elementary students' achievement, gaming and leaming in elementary schools Introduction Brief Review of literature Education researchers and teachers have Klein and Freitag (1991) conducted a long been interested in improving younger quantitative, experimental study to determine students' imderstanding of scientific concepts the effect of instmctional gaming on students' and they have also been interested in improv- motivation and performance. Klein & Freitag ing students' motivation levels to do school conducted their study using 75 undergrad- work (Klein & Freitag, 1991). Over the past uates. The undergraduates were randomly two decades, there have been studies done that assigned to one of two treatment groups af- examined the benefits of using instmctional ter they had attended a lecture on the infor- games to improve students' motivation and mation-processing model of leaming. The performance levels (Klein & Freitag, 1991). participants in one treatment group used an However, very few studies were conducted instmctional board game to practice the ma- that looked specifically at how young students terial presented in their lecture, while those in may benefit from such an innovative tool. the other group practiced using a traditional worksheet (Klein & Freitag, 1991). Results 434 Utilizing Instructional Games as an Innovative Tool to Improve Science Leaming... / 435 from Klein and Freitag's study revealed that using the instmctional game significantly affected the four motivational components of attention, relevance, confidence, and satis- faction. However, the instmctional game did not seem to infiuence academic performance (Klein & Freitag, 1991). Theoretical Underpinnings According to the National Science Ed- ucational Standards, Teaching Standard A, science curriculum and lesson content should originate and be designed fi-om the interests, knowledge, understanding, ability, and ex- periences of the students (Krantz, 2003). Al- though it might be felt that younger students are not adept in regards to science, many researchers are proving this theory wrong. It is pointed out that the elementary science classrooms are composed of leamers who are engaged in scientific processes. These yoxmg- sters often ask real world questions and seek real world answers. So even at very young ages, students are becoming scientific inquir- ers (Krantz, 2003). Some pre-schoolers, kindergartners, and first graders may have difficulty in classifying concrete objects grouped by a single property. So with this in mind, teachers have to plan a process that actively involves students in their own leaming (Wolfinger, 1984). Such a process can generate a variety of perspectives on a topic, provide depth to content, and lead to significant understanding of concepts. Fur- ther, according to the socio-cultural and social constmctivist theorists, effective teaching must be improvisational because if the classroom is scripted and directed by the teacher, the stu- dents can not co-constmct their own knowledge (Sawyer, 2004). Additionally, a socio-cultural perspective implies that leaming is a shared social activity and is collectively managed by all participants, not only the teacher (Sawyer, 2004). It has been argued that creative teaching is vital to facilitating students' grasping and imderstanding of new concepts. It is often im- plied that the best teachers are those who can apply immense creativity to their lessons and yet impart profound content in their subject area in a way to enable students to fiiUy grasp understanding of the lesson content. Moreover, teachers know the importance of cognitive theory in stmctudng appropriate experiences in science. Teachers may try to introduce youngsters to those skills that will grow and carry over to other subject areas and other science experiences. Behaviors such as observing, classifying, predicting, and infer- ring are important science process skills to build in the elementary years or even earlier. Much of the Piagetian research in cognition has underlined the importance of teaching sci- ence between the ages of six and eleven from a concrete, demonstrable foundation (Miller, 1989). Shayer and his associates (cited in Rowell & Dawson, 1980) argue that students must be well advanced into formal operational stages of thinking before they can understand certain formal science concepts. Basically, it is believed that younger children do not have the cognitive (mental) development to understand science concepts at a very young age. Howev- er, Piaget believed that students between the ages of 6-11 do have the cognitive capacity to develop a firm grasp of science concepts. Research Questions This research study was guided by two re- search questions. The two research questions were: (1) is the use of game board activities effective or ineffective in improving the sci- ence performance and motivation levels of younger students? And, (2) is there a differ- ence between grade K and grade 1 students' test scores pre and post game application? Methods Sample Size and Study Sites . . .' Ten students of an urban elementary school in Atlanta, Georgia and 6 students of 436 / Education Vol. 133 No. 4 an urban elementary school located in Balti- more City, Maryland, served as participants. Three Baltimore elementary school teachers also participated in the study. The first part of this research was conducted in Atlanta be- tween February 13, 2006 and May 1, 2006. The second part of the study was conducted on November 26, 2007 in Baltimore. Research design A quantitative research design employing a 'one group, pre test-post test design' was primarily used as such: o Pretest (Before treatment) X treatment (Game boards + leetures) O 0 post test 1 delayed post test 2 (After treatment was implemented) Data Instruments & Materials Utilized: The instruments used in this study were: game boards + formal lectures on "living ver- sus non-living things," pre-tests, post-tests, and brief teacher questionnaires. Table 1. Pre-test and post-test scores of Baltimore grade K students Student 1 2 3 4 5 6 Pre-test (%) 0 0 0 0 0 0 Post-test 1 (%) 0 0 0 0 0 0 Delayed Post- test 2 (%) 0 0 0 0 0 0 Table 2. Pre-test and post-test mean scores for Baltimore Grade K students Results Effectiveness of Gaming and Science Learn- ing Within the Elementary Classroom The first question in this study examined whether elementary teachers thought the use of instructional games in combination with formal lectures were efFective in improving students' academic outcomes and motivation- al levels to do school work. The brief respons- es given by the three elementary school teach- ers provided answers to the first question. 60% of the teachers viewed game activities as being highly effective in simplifying scientific concepts for K-5 students. 100% of the teachers viewed game board activities as being highly effec- tive in increasing students' motivation levels to do science (this was in line with the findings of Klein & Freitag, 1991). 60% of the teachers viewed game board activities as being highly effec- tive in improving K-5 students' con- ceptualization of scientific concepts. Table 3. Pre-test and Post-test scores of Atlanta grade 1 students Pre-test mean score 0.00 Post-test I mean score 0.00 Student 1 2 3 4 5 6 7 8 9 10 Pre-test (%) 83 83 83 83 100 50 100 83 64 100 Post-test 1 (%) 100 100 90 100 100 85 100 100 100 100 Post-test 2 (delayed) 60 100 70 100 100 55 100 100 100 100 utilizing Instructional Games as an Innovative Tool to Improve Science Leaming... / 437 Comparing K and Grade 1 Students' Test Scores (Pre and Post Game Application) The final question in the current research sought to find out if there was a difference between grade K and grade 1 students' test scores before and after the use of the instruc- tional game boards. Tables 1 ^ and Figtrre 1 answer the researcher's second question. As is shown in Tables 1-4 and Figure 1, there were diflerences between grade K and grade 1 stu- dents' pre-test and post-test mean scores and individual scores. Tables 1 and 2 recorded no pre-test and post-test scores for tbe 6 Baltimore grade K students and thus the resulting pre-test and post-test mean score was 0.00 (because the students could not move beyond the initial pre-testing stage). However, with the grade 1 students, the results were somewhat different fi-om that seen with the grade K sttidents. In- corporating game board activities into a formal science lecture on "living versus non-living" things appeared to work very well with the 10 Atlanta grade 1 students. The primary re- searcher not only saw a difference between the grade 1 and K students' mean and individtial scores, but the researcher also saw a difference between the grade 1 students' individual pre- test and post-test scores and between their pre- test and post test mean score with the students' overall post test mean score being 97.6% which was much higher than their initial pre- test mean score of 72.9% Discussion, Recommendations for Future Research, and Cross Curricular Application of Games To some extent, the pre-test and post- test mean scores obtained fi-om first graders in Atlanta and the results of the elementary teachers' questionnaires seem to concur with the findings of the educational game theory literature, which seem to suggest that the use of game activities in formal lectures is highly effective in improving students' motivation levels (Klein & Freitag, 1991). However, Table 4. Pre-test and post-test mean scores for grade 1 Atlanta students Pre-test mean score 72.9% Post-test 1 mean score 97.6% the present study fotmd that the use of in- stmctional game seemed to also influence students' academic performance; this find- ing conflict with those of Klein and Freitag (1991) who found no relationship between the use of instmctional game and students' aca- demic performance. Additionally, the positive data findings obtained for grade 1 students do not conctir with those of cognitive psychol- ogist Shayer (cited in Rowell & Dawson, 1980). However, the positive data findings for grade 1 students in this study seem to align with those findings of Jean Piaget who foimd that some young students do have the mental capability to imderstand science concepts, if they are made really simple to them (see Rowell & Dawson, 1980). Shayer and his colleagues postulated that students must be well advanced into the formal operational stages of thinking before they can understand certain formal science concepts. Thus, it is believed tbat very young children do not have the cognitive developn ment to imderstand science concepts (see Rowell & Dawson, 1980). The findings ob- tained from the grade K students in this study appear to concur with the sentiments men- tioned beforehand. After reviewing the literature and con- ducting this study, it is suggested that more studies be conducted tbat can employ quanti- tative and qualitative approaches to examine the benefits of game activities on elementary students' leaming. In addition to the sugges- tion for ftiture research, the following ideas are also cross curricula suggested uses of game activities: 438 / Education Vol. 133 No. 4 Comparison of Pre - test and Post Test Scores m -J I i . i J I.J. ! L-l. I L X i LL Pre test Post test 1 2 3 4 5 6 7 8 9 10 Number of Students Figure 1. Comparison of pre-test and post-test scores of grade 1 Atlanta students Game activities cou.d be extended to other topics in biology and general science Game boards can consist of numbers rather than words for mathematics content delivery and students can be allowed to identify 'even digits' on the game board, or 'odd numbers' on the game board, if teachers wanted to explain and test the concept of 'odd numbers' versus 'even numbers' with younger students References Klein, J.D., & Freitag, E. (1991). Effects of using an instructional game on motivation and performance. The Journal of Educational Research, 84, 303-308. Krantz, P.D. (2003). Flying through the standards with bats. Journal of Science Activities, Classroom Proj- ects and Curriculum ideas, 39, 29-33. Miller, J.K. (1989). Collections tum students on to basic scienee skills. Science Activities, 26, 11-13. Rowell, J.A., & Dawson, C.J. (1980). Mountain or Mole Hill: Can cognitive psychology reduce the dimen- sions of conceptual problems in classroom practice. Science Education, 64(5), 693-708. Sawyer, R.K. (2004). Creative Teaehing: Collaborative discussion as disciplined improvisation. Educational Researcher, 33(2), 12-20. Wolfinger, D. (1984). Teaching science in the elementary school. Boston: Little, Brown, and Company Press.