Final Frontier Game: A Case Study on Learner Experience
Nour El Mawas
1
, Irina Tal
1
, Arghir Nicolae Moldovan
1
, Diana Bogusevschi
2
, Josephine Andrews
1
,
Gabriel-Miro Muntean
2
and Cristina Hava Muntean
1
1
School of Computing, National College of Ireland, Dublin, Ireland
2
School of Electronic Engineering, Dublin City University, Dublin, Ireland
Gabriel.Muntean@dcu.ie, Cristina.Muntean@ncirl.ie
Keywords: Technology Enhanced Learning, STEM, Educational Video Game, Primary Education, and Solar System.
Abstract: Teachers are facing many difficulties when trying to improve the motivation, engagement, and learning
outcomes of students in Science, Technology, Engineering, and Mathematics (STEM) subjects. Game-based
learning helps the students learn in an immersive and engaging environment, attracting them more towards
STEM education. This paper introduces a new interactive educational 3D video game called Final Frontier,
designed for primary school children. The proposed game design methodology is described and an analysis
of a research study conducted in Ireland that investigated learner experience through a survey is presented.
Results show that: (1) 92.5% of students have confirmed that the video game helped them to understand better
the characteristics of the planets from the Solar system, and (2) 92.6% of students enjoyed the game and
appreciated different game features, including the combination between fun and learning aspects which exists
in the game.
1 INTRODUCTION
With the advancements in technology and the need to
drive engagement and enquiry in STEM subjects,
there is an increased usage of game-based learning
pedagogy. This technology-based teaching pedagogy
is now applied at all levels of education, from primary
school to the third level education. In 2015, 47% of
K-12 teachers reported that they use game-based
learning in their classrooms, and almost 66% of K-5
teachers mentioned the use of digital games in their
curriculum (Doran 2016). Currently increasing
number of students are exposed to game-based
learning in their formal, non-formal and in-formal
education and this trend is expected to continue. For
instance, the TechNavio’s report published in August
2017 (TechNavio 2017) forecasts that K12 game-
based learning market is expected to grow at a
compound annual growth rate of nearly 28 percent
during the period 2017-2021.
Game-based learning involves the use of gaming
technology for educative purposes where students
explore concepts in a learning context designed by
teachers. Game-based learning helps the students
learn in an immersive and engaging environment.
One aspect that made game-based learning usage so
popular is its ability to teach students how to solve
complex problems. Simple problems/tasks to be
solved are given to the player at the beginning of the
game and later on the tasks become progressively
more difficult, as the player is progressing in the
game and his/her skills and knowledge develop.
The growing importance of Science, Technology,
Engineering, Mathematics (STEM) education is also
driving the growth of game-based learning market.
This is due to the fact that educational games
encourage students to get involved in live projects or
real-time activities so that they can learn by
experimenting (Ravipati 2017). The game-based
learning pedagogy also boosts students’ confidence in
STEM-related subjects, increase their interest in
complex topics and helps teachers to deal with
disengagement of young people from STEM.
The new 21st century STEM teaching and
learning paradigm replaces the old approach in which
the teacher is the only source of all the knowledge,
everyone learns the same way, and the class is the
only place in which knowledge is transmitted. The
21st century teaching and learning paradigm is
dynamic, technology-enabled, student-centric and
develops 21
st
century competencies and skills such as
digital literacy, communication, collaboration,
122
El Mawas, N., Tal, I., Moldovan, A., Bogusevschi, D., Andrews, J., Muntean, G. and Muntean, C.
Final Frontier Game: A Case Study on Learner Experience.
DOI: 10.5220/0006716101220129
In Proceedings of the 10th International Conference on Computer Supported Education (CSEDU 2018), pages 122-129
ISBN: 978-989-758-291-2
Copyright
c
2019 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
critical thinking, problem solving, decision making
and creativity.
In this context, the use of an educational game
creates engaging classrooms in STEM subjects,
demystifies the pre-conceived idea among students
that science and technologies subjects are difficult,
improves learning outcome and increases student
motivation and engagement.
The research work reported in this paper is
dedicated to STEM community and in particular to
researchers, and teachers in primary schools who
meet difficulties when engaging students in STEM
courses.
The paper presents of a research study on learner
experience when a new interactive educational 3D
video game called Final Frontier, designed for
primary school students, was used in the class. The
educational game delivers knowledge on two planets
from the Solar system: Mercury and Venus.
The paper is organized as follows. Section 2
proposes the theoretical background of the study and
describes some existing educational games related to
the Solar system. Section 3 details our scientific
positioning, gives an overview of the Final Frontier
game and defines the game design methodology.
Section 4 presents research methodology of the case
study and its results. Section 5 summarizes the paper,
draws conclusions regarding the research study
performed and presents future perspectives.
2 RELATED WORK
Game-based learning (GBL) represents an
educational approach that integrates video games
with defined learning outcomes. The appeal of using
video games in education can be partially explained
by the need to reach today’s digital learners that have
continuous access to entertainment content through
the Internet. At the same time, games provide highly
engaging activities that are stimulating, generate
strong emotions, require complex information
processing, provide challenges and can support
learning and skill acquisition (Boyle, Connolly, and
Hainey, 2011). The learning experiences and
outcomes of educational games can be classified into
several classes which include: knowledge acquisition,
practising and processing (content understanding),
knowledge application (skill acquisition), reflection
(behaviour change) and knowledge anticipation
(motivation outcomes) (Jabbar and Felicia, 2015).
Previous research works have shown that game-
based learning can have positive effects on important
educational factors such as student motivation and
engagement (Ghergulescu and Muntean, 2012,
Ghergulescu and Muntean, 2010a), learning
effectiveness (Erhel and Jamet, 2013), as well as
learning attitude, achievement and self-efficacy
(Sung and Hwang, 2013, Ghergulescu and Muntean,
2016). Moreover, game-based learning has the
potential to facilitate the acquisition of 21
st
century
skills such as critical thinking, collaboration,
creativity and communication (Qian and Clark,
2016). While there is much research evidence of GBL
benefits, some studies failed to reproduce them or
obtained contradictory findings. Tobias et al., argue
that this may be due to lack of design processes that
effectively integrate the motivational aspects of
games with good instructional design to ensure
learners acquire the expected knowledge and skills
(Tobias, Fletcher, and Wind, 2014). The authors also
made recommendations for educational game design,
such as to provide guidance, use first person in
dialogues, use animated agents in the interaction with
players, use human rather than synthetic voices,
maximise user involvement and motivation, reduce
cognitive load, integrate games with instructional
objectives and other instruction, use teams to develop
instructional games (Tobias et al., 2014).
One common criticism of game-based learning
studies is that they lack foundation in established
learning theories. A meta-analysis of 658 game-based
learning research studies published over 4 decades,
showed that the wide majority of studies failed to use
a learning theory foundation (Wu, Hsiao, Wu, Lin,
and Huang, 2012). Among the studies that had a
pedagogical foundation, constructivism appears to be
the most commonly used as indicated by multiple
review papers (Li and Tsai, 2013; Qian and Clark,
2016; Wu et al., 2012). Other learning theories that
were also implemented by different research studies
include: cognitivism, humanism and behaviourism.
Common learning principles employed by game-
based learning studies include among others:
experiential learning, situated learning, problem-
based learning, direct instruction, activity theory, and
discovery learning (Wu et al., 2012).
Few studies have proposed and/or evaluated
educational games related to planets or the solar
system (Muntean and Andrews, 2017). HelloPlanet is
a game where the player can observe and interact with
a planet that has a dynamic ecosystem, where the
player can simulate organisms, non-organisms,
terrains, and more (Sin et al., 2017). The game
evaluation results from 41 primary and secondary
school children, showed a statistically significant
learning gain for both girls and boys, and an effect on
interest in STEM for girls, but not for boys. The
Final Frontier Game: A Case Study on Learner Experience
123
Space Rift game enables students to explore the Solar
system in a virtual reality environment (Peña and
Tobias, 2014). However, the game evaluation
involved only 5 students and was mostly focused on
usability rather than educational aspects. The Ice
Flows game aims to educate the users about the
environmental factors such as temperature and
snowfall on the behaviour of the Antarctic ice sheet
(Le Brocq, 2017). However, the game was either not
evaluated or the results were not published yet.
A recent systematic review of game-based
learning in primary education has indicated that
games were used to teach a variety of subjects, among
which the most popular being Mathematics, Science,
Languages and Social Studies (Hainey et al., 2016).
However, the review authors also concluded that
more research studies are needed to evaluate the
pedagogical benefits of GBL at primary level.
In this context, our research contributions are as
follows: (i) proposal of an extended educational
games design methodology, (ii) development of the
Final Frontier educational game for teaching Solar
system planets-related concepts, a topic that was not
thoroughly covered by previous research studies, and
(iii) evaluation of the game benefits when deployed
to target primary school students.
3 THE FINAL FRONTIER GAME
3.1 Game Description
Final Frontier is an interactive 3D educational video
game about space for children up to 12 years old. The
game supports knowledge acquisition on Solar
system planets (i.e. Mercury and Venus were targeted
in this study) through direct experience, challenges
and fun. The topics coved by the game are part of the
Geography curriculum, section “Planet Earth and
Space”, defined for the primary school in Ireland. The
game has different levels, each level containing
different models and landscapes. In each level, the
game requires meeting a game objective (i.e.
mission), collection of stars and meteorites and has
constrains e.g. coolant time. Information regarding
the number of stars and meteorites collected, coolant
time and game level mission is displayed on the
screen.
Once a level is completed, the player must answer
correctly a multi-choice question in order to be able
to progress to the next level. The player is allowed to
try to answer the question multiple times if a wrong
answer is provided.
The game starts by bringing the player on a
spaceship where he game mission is explained. There
are two activities that the player has to complete
during the first activity, the player is instructed to visit
the first planet, Mercury. The game goal related to
this planet is to explore the environment and to collect
five meteorites hidden in the craters that exist on
Mercury (see Figure 1). The player may use the
jetpack to get in and out of the craters. An avatar
provides extra information (facts) about the planet
during the play time.
Figure 2 illustrates how the level mission as well
as the number of meteorites and stars a player has
collected are displayed on the screen for the entire
duration of playing a level.
Once the mission on Mercury was completed, the
player returns to the spaceship, in the puzzle room
where he/she must answer a question (e.g. What is the
closest planet to the Sun?).
Figure 1: The goal of the mission to Mercury.
Figure 2: The player using jetpack on Mercury.
A screenshot of this game activity is presented in
Figure 3. The aim of this mini quiz is to check
player’s knowledge about Mercury. The player
interacts with the game environment when answering
the question by picking up the correct object (e.g.
planet Mercury) and placing it beside the Sun.
Once this question is answered correctly, the
player is awarded a key that is used to open a door on
CSEDU 2018 - 10th International Conference on Computer Supported Education
124
Figure 3: Puzzle room and the question about Mercury.
Figure 4: The objective of the mission to Venus.
the spaceship and progress to the next level.
The second level is associated with another
activity which requires the player to explore the
planet Venus and complete a given task. The mission
is to traverse the Venus environment without letting
their cooldown bar get to zero. Buildings called igloos
may be used to recharge their coolant supply (see
Figure 4).
Figure 5: The player on Venus planet.
Next, the player is teleported to the Venus planet
surface. There are four buildings (igloos) that the
player may enter while crossing the terrain. The
cooldown bar depletes when traversing the planet
surface, which is very hot (Figure 5), but regenerates
when the player enters any of the buildings. While
traversing the terrain, the player may collect stars that
Figure 6: Puzzle room and the question about Venus.
are added up to the overall stars score. Facts about
Venus are displayed during the play time.
Once the player reaches the fourth igloo, he/she is
returned to the spaceship, into the puzzle room and
asked to complete the second puzzle. A multi-choice
question about Venus (see Figure 6) must be
answered correctly in order to complete this level.
The puzzle asks the player to identify which
planet is the hottest in the Solar system. Three planets
are displayed. The player must walk towards the
planet that represents the correct answer. Once this is
done the game is complete. The overall number of
collected starts is also displayed.
3.2 Game Design Methodology
The methodology for designing the Final Frontier
game is based on that described in (Marfisi et al.,
2010). However, two steps related to the learning
puzzle such as the general description of the learning
puzzle and detailed description of the learning puzzle
were added.
Table 1: LOs of the Final Frontier game.
Planet
LOs
Mercury
- Closest planet to the sun (LO1)
- Planet with the most craters (LO2)
- Smallest planet (LO3)
Venus
- Hottest planet due to the greenhouse effect
(LO1)
- Spins opposite direction to Earth
(LO2)
- High Gravity cannot jump very high
(LO3)
The authors believe that recall is a very important
step in the learning process. Moreover, the
recommendations on efficient game design proposed
by (Tobias et al., 2014) were taken into account.
The game design methodology proposed in this
research is composed of the following steps:
specification of the pedagogical objectives,
choice of the game model,
Final Frontier Game: A Case Study on Learner Experience
125
general description of the scenario and virtual
environment,
general description of the learning puzzle,
choice of a software development engine,
detailed description of the scenario,
detailed description of the learning puzzle,
pedagogical quality control, and
game distribution.
Specification of the pedagogical objectives: the
proposed 3D interactive educational game shall be
used to teach concepts on the solar system in primary
schools. The first step of the conception phase
consists of defining the concepts that must be learned
by the students. For this reason, the authors worked
with teachers from European primary schools that
teach the Geography subject to make sure that the
designed game covers the required topics specified in
the curriculum. The pedagogical objectives of the
game were defined and presented in Table 1.
Choice of the game model: Once the pedagogical
objectives were defined, Adventure was selected as
the game model for the Final Frontier. The Adventure
game model involves the player assuming the role of
the protagonist in the game, exploring the
environment and completion of puzzles in order to
progress. Collectable objects such as stars and
meteorites are also included. The jetpack allows the
player to go higher than the jump. The puzzle
embedded in the game requires the player to complete
various tasks in order to progress through the game.
The collectable stars are used to guide the player and
encourage him/her to explore the environment. The
meteorites are used on the Mercury planet as a
collectable to gauge the players progress. The
cooldown feature is used on Venus and gives the
player a challenge, as they go through the level.
The game design has considered three areas: the
spaceship where the game starts and finishes and
where the player goes back to after visiting a planet;
planet Mercury which the player visits during the first
activity; and planet Venus that hosts the second
activity to be completed.
The Adventure game model is one of the most
popular among children. The children get more
immersed and motivated when they play adventure
games over other types. Moreover, the Adventure
game model involves a linear story that can be easily
defined in the game. Various gameplay features such
as jetpack, puzzle solving, collectable stars and
meteorites, cooldown bar were also defined in this
game mode.
General description of the scenario and virtual
environment: the aim of this part is to structure the
pedagogical scenario and match it up with a fun based
scenario. The main focus was to make the game
familiar to the learners. The characters are simple
human characters so the player can easily interact
with. The story of the game is that the player is on a
field trip, and he/she visits some planets. The player
is assigned a task to do on each planet and learns
implicitly facts about the planet while playing.
General description of the learning puzzle:
When the player completes a given task, he/she is
brought back to the spaceship to solve a puzzle and
when successful, to progress to the next level. The
puzzle learning was added because it was believed
that active recall is a principle of efficient learning.
Many studies demonstrate the role of active recall in
consolidating long-term memory e.g. (Spitz, 1973).
Choice of a software development engine:
concerning the game development engine, Unreal
Engine 4 or Unity, two of the most popular game
development engines, can be used. Unreal Engine 4
was used in this game development due to its graphic
potential, especially as it was aimed to give to the
player the most realistic environment of the planets.
Detailed description of the scenario: this step
involves the illustration of each scene with all the
details and interactions to be integrated into the game.
Detailed description of the learning puzzle: the
game has two puzzles that correspond to the two
planets. Once the puzzle is answered correctly the
player is allowed to go to the next planet. The player
is allowed to try to answer the puzzle multiple times
if a wrong answer was given.
Pedagogical quality control: the developed
game was shown to the teacher to validate it and to
approve the pedagogical quality of the game.
Feedback was considered and the game was
improved.
Game distribution: Once the teacher was
satisfied and the game was approved, the game was
ready to be distributed to the students in the class.
4 CASE STUDY
The goal of the research study was to investigate
learner experience when the Final Frontier game was
used in the class to teach scientific knowledge of the
planets from the Solar system to primary school
children.
This section presents the evaluation methodology
applied, case study set-up and results analysis for of
the collected data.
CSEDU 2018 - 10th International Conference on Computer Supported Education
126
4.1 Research Methodology
The evaluation included a group of children who were
taught by using the Final Frontier game. The learning
activity took place in class, during the normal hours
of study. A total of 53 children of age 9-10 years from
Saint Patrick Boys National School located in Dublin,
Ireland took part in the case study. Team members
from the National College of Ireland and Dublin City
University (DCU) have prepared and helped perform
the tests.
The evaluation meets all Ethics requirements.
Prior to running the case study, the Ethics approval
was obtained from the DCU Ethics Committee and all
required forms were provided to the children and their
parents, including informed consent form, informed
assent form, plain language statement and data
management plan. These documents include a
detailed description of the testing scenario, as well as
information on study purpose, data processing and
analysis, participant identity protection, etc.
The flow of the evaluation is illustrated in Figure
7 that presents in details the steps followed by the
researchers. It can be seen that prior to beginning the
evaluation, the consent forms signed by parents were
collected. Then the children were introduced to the
research case study and asked to review and sign the
assent form. The children had roughly 20 minutes to
play the game or till they finished the game before
doing a survey.
Figure 7: Evaluation process.
The case study investigated the learner experience
with the game and the game usability. A learner
satisfaction questionnaire assessing student level of
experience and game usability was collected.
Table 2: Survey questions.
Question
Answer/Scale
Q1. The video game
helped me to better
understand the
characteristics of different
planets.
- Strongly Disagree
- Disagree
- Neutral
- Agree
- Strongly Agree
Q2. The video game
helped me to learn easier
about planets.
- Strongly Disagree
- Disagree
- Neutral
- Agree
- Strongly Agree
Q3. I enjoyed this lesson
that included the video
game on planets.
- Strongly Disagree
- Disagree
- Neutral
- Agree
- Strongly Agree
Q4. The quizzes that I did
in the game helped me
better remember what I
learned.
- Strongly Disagree
- Disagree
- Neutral
- Agree
- Strongly Agree
Q5. The video game
distracted me from
learning.
- Strongly Disagree
- Disagree
- Neutral
- Agree
- Strongly Agree
Q6. I would like to have
more lessons that include
video games.
- Strongly Disagree
- Disagree
- Neutral
- Agree
- Strongly Agree
Q7. What did you like
most about the game?
Students to provide
their feelings toward the
experience
Q8. Comments /
Suggestions (optional)
Students to provide
their comment if they
wished
Q9. What way of learning
you would like (tick one
answer)?
- Teacher based learning
- Computer game based
learning
Standard emojis were associated with each answer to
the questionnaire’s questions.
4.2 Results Analysis
4.2.1 Learner Experience
Learner experience in using the Final Frontier game
was investigated and evaluated by questions Q1 to Q6
in the survey. The experience was analysed in terms
of number of Strongly Agree / Agree answers for Q1,
Q2, Q3, Q4, and Q6 and Strongly Disagree / Disagree
for Q5.
Collection of the consent
forms (signed by the parents)
Description of the research
study
Collection of assent forms
Learning experience
Survey
Final Frontier Game: A Case Study on Learner Experience
127
Table 3: Children answers on the user experience survey.
SD
D
A
SA
Q1
0
0
60.5%
32%
Q2
0
0
45.4%
43.4%
Q3
0
0
19.1%
79%
Q4
0
1.9%
52.9%
32%
Q5
45.4%
24.7%
3.7%
11.2%
Q6
1.9%
0
7.5%
88.7%
The overall learner experience of children was
excellent (see Table 3). 92.5% of children confirmed
that the video game helped them to better understand
the characteristics of the two planets. 88.8% of
children thought that the video game helped them to
learn easier about planets. 98.1% of students enjoyed
the lesson that included the video game. 84.9% of
children agreed on the fact that quizzes embedded in
the game helped them better remember what they
have learned. 70.1% of children disagreed that the
video game distracted them from learning. 96.2% of
children expressed that they would like to have more
lessons that include video games.
Note that for clarity reasons, in Table 3, SD refers
to Strongly Disagree, D refers to Disagree, N refers
to Neutral, A refers to Agree, and SA refers to
Strongly Agree.
4.2.2 Game Usability
The game usability of the Final Frontier was also
analysed through Q7, Q8 and Q9 from the survey.
An analysis of the answers provided for Q7 and
Q8 shows that 92.6% of children mentioned that they
have enjoyed the game, in particular the fun aspect,
learning aspects, stars and meteorites collection,
avatar, use of jetpack, and interactive puzzle room.
Regarding Q9, 94% of children mentioned that
they prefer computer game-based learning during the
normal teaching class, which is an outstanding result
for the deployment of this game.
5 CONCLUSIONS
This study addresses the problem of motivating,
engaging, and improving learning experience of
students in the STEM field. A novel 3D interactive
video game (Final Frontier) was designed and tested
with children from a Dublin-based primary school.
The game supports knowledge acquisition about two
Solar system planets: Mercury and Venus through
direct experience, active recall, challenges and fun.
The game design methodology of Final Frontier
was described in this paper. An analysis of the results
collected in a case study conducted on a group of 57
students was also presented in the paper. Learner
experience with the game, and game usability were
investigated through a survey. An analysis of the
survey questionnaire results shows that a large
majority of children were satisfied with the game
usability: 92.6% of children enjoyed the game. The
survey also shows that children have appreciated
various game features including the fun aspect,
learning aspects, stars and meteorites collection,
avatar, use of jetpacks, and interactive puzzle room
that existed in the game.
The overall learner experience of children was
excellent, 92.5% of children confirmed that the game
helped them to learn better about the two planets.
Future work will aim to expand the research study
on the Final Frontier game as well as on the game
methodology. Further research will include all planets
of the Solar system to the game. The learning impact
of the game will also be assessed.
Research has shown the benefits of integrating
adaptation based on learner quality of experience and
learner profile in the learning process (Muntean et al.
2006, Muntean et al. 2010b).
Thus, the adaptive feature will also be designed
and developed in the game in order to address the
problem of learners’ diversity, their difference in
terms of prior knowledge and learning experience.
The Final Frontier 3D interactive computer game
introduced in this paper will be deployed through the
NEWTON platform (NEWTON 2016) and tested in
different European primary schools. Case studies that
will investigate the benefits of the educational game
in different European schools will be organized and
an analysis of the results across countries will be
performed.
ACKNOWLEDGEMENTS
This research is supported by the NEWTON project
(http://www.newtonproject.eu/) funded under the
European Union’s Horizon 2020 Research and
Innovation programme, Grant Agreement no.688503.
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