Evidence Summary
Libraries May
Teach Some Skills through Mobile Application Games
A Review of:
Kaneko,
K., Saito, Y., Nohara, Y., Kudo, E., & Yamada, M.
(2018). Does physical activity enhance
learning performance? Learning effectiveness of game-based experiential
learning for university library instruction. Journal of Academic Librarianship, 44(5), 569-581. https://doi.org/10.1016/j.acalib.2018.06.002
Reviewed by:
Robin
E. Miller
Assessment
and Instruction Librarian
McIntyre
Library
University
of Wisconsin Eau Claire
Eau
Claire, Wisconsin, United States of America
Email:
millerob@uwec.edu
Received: 29 May 2019 Accepted: 14 July 2019
2019 Miller.
This is an Open Access article distributed under the terms of the Creative
Commons‐Attribution‐Noncommercial‐Share Alike License 4.0
International (http://creativecommons.org/licenses/by-nc-sa/4.0/),
which permits unrestricted use, distribution, and reproduction in any medium,
provided the original work is properly attributed, not used for commercial
purposes, and, if transformed, the resulting work is redistributed under the
same or similar license to this one.
DOI: 10.18438/eblip29587
Abstract
Objective – To understand the impact of a mobile application
game for library knowledge acquisition, task performance, and the process of
learning.
Design – The main experiment included a pretest,
learning experience, post-test, and a questionnaire. One month later, a
post-experiment was conducted, including a test of “declarative knowledge” and
a behavioural test.
Setting – Kyushu University in Fukuoka, Japan.
Subjects – 36 first-year undergraduate
students, of which 25 were female and 11 were male. Students were divided into
experimental and control groups. 32 students completed the study.
Methods – In the main experiment,
students responded to the same 20 question pre-test on library use, and then
both groups participated in learning experiences designed to convey knowledge
about using the library. The control group’s learning setting was a web-based
tutorial about the library. The experimental group’s learning setting was
“Library Adventures: Unveil the Hidden Mysteries!” a “game-based learning
environment” developed by the researchers (Kaneko, Saito, Nohara,
Kudo, & Yamada, 2015, p. 404), which required students to complete
activities by physically moving through the library. For both groups, learning
content related to local library procedures, like hours, arrangement of
collections, and methods for locating books and articles. The game collected
data that the authors analyzed using statistical methods in an attempt to
validate quizzes that were embedded in the game. After finishing the learning
experience, all students completed the 20-question post-test, and then
responded to the Instructional Materials Motivation Survey (IMMS), a
questionnaire designed to gauge learning motivation using the Attention,
Relevance, Confidence, and Satisfaction (ARCS) model. One month following the
main experiment, all students took a test of declarative knowledge and
completed a skills test.
Main Results – Experimental and control group
students gained about the same level of declarative knowledge. All students
lost some knowledge in the one-month gap between the main and post-experiment.
Students who had learned through Library Adventure were able to borrow a
journal and locate a newspaper article more effectively than the control group.
In contrast, tutorial users made study room reservations more quickly than the
experimental group. More significantly, the IMMS instrument demonstrated that
game-based learners scored higher in attention, relevance, and satisfaction
than tutorial-based learners. Experimental and control group participants
demonstrated the same level of confidence.
Conclusion –
While inconclusive about the effectiveness of games versus tutorials for
acquisition and retention of knowledge, the authors concluded that game-based
instructional content may foster greater learner engagement, aiding some
students in understanding how to use the library in a manner superior to
web-based tutorials. Librarians and instructional designers developing
game-based learning experiences for novice library users may find this research
informative.
Commentary
The
authors describe a multi-part experiment intended to demonstrate the extent of
student learning from a game versus a tutorial. This study is notable in the
library and information science literature because it compares the
effectiveness of a game and a tutorial, rather than simply reporting the
outcome of a single intervention. Furthermore, the Library Adventure game
requires students to move around the library and complete physical tasks in
order to play. As librarians implement instructional design principles in daily
practice, this study is a practical example of how libraries can engage
students in active learning even when instructional content is delivered
digitally.
The
critical appraisal tool developed by Glynn (2006) was used to evaluate this
study. While 32 students completed the study, the authors do not describe
informed consent procedures or recruitment methods, and, although participants
were first-year students, the authors do not describe additional
inclusion/exclusion criteria. Additionally, the research methodology
and results are not always clearly stated, which may confuse some readers.
For
librarians exploring “gamification,” this research has potential to inform the
efficacy of video game-based instruction. The authors applied a modified
version of the Instructional Materials Motivation Survey (Keller, 2009), a
validated tool that examines four elements of learning motivation: Attention,
Relevance, Confidence, and Satisfaction (ARCS). Applying IMMS to library
learning offers library practitioners method of formative assessment by
focusing on student motivation to learn. While this concept is likely familiar
to practitioners in the instructional design domain, instruction librarians may
value gauging learner motivation through the process of developing and refining
educational content.
A
substantial portion of the article is devoted to analysis of each game player’s
performance in Library Adventure. Using this data, the authors identified
“stages” of the game that were easy or difficult. Instructional design
practitioners may value data like this in order to understand where students
failed or succeeded. Unfortunately, the authors did not report comparable data
for the web-based tutorial, so the two learning modes cannot be compared on
this point. In addition, the authors do not relate this analysis to the
outcomes of the pre-/post-tests and IMMS instrument. The authors have an
opportunity to expand on these points to extend their research in future
publications.
References
Glynn, L. (2006). A critical appraisal tool for
library and information research. Library
Hi Tech, 24(3), 387-399. https://doi.org/10.1108/07378830610692154
Kaneko, K., Saito, Y., Nohara, Y., Kudo, E.,
& Yamada, M. (2015). A game-based learning environment using the ARCS model
at a university library. In T. Matsuo, K. Hashimoto, T. Mine, & S. Hirokawa (Eds.), The
Proceedings of IIAI 4th International Congress on Advanced Applied
Informatics (pp.
403–408). Okayama,
Japan: Institute of Electrical and Electronics Engineers. https://doi.org/10.1109/IIAI-AAI.2015.285
Keller, J. M.
(2009). Motivational Design for Learning
and Performance: The ARCS Model Approach. New York, NY:
Springer Science & Business Media.