brainquake game-based learning and assessment applications
TRANSCRIPT
BrainQuake Game-Based Learning and Assessment Applications with Direct Representation of Mathematics:
A Feasibility Study KimkinyonaCullySaraAtienzaRyanBurkeBryanMatlen,Ph.D.
May 2018
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© 2018 WestEd. All rights reserved.
BrainQuake Game-Based Learning and Assessment Applications with Direct Representation of Mathematics: A Feasibility Study
OverviewofStudy..................................................................................................................2ResearchQuestions...................................................................................................................................................................3TheStudyIntervention...........................................................................................................................................................3Participants..................................................................................................................................................................................5Instruments..................................................................................................................................................................................9Analysis.......................................................................................................................................................................................13Findings.................................................................................................................................16RQ1:HowfeasibleistheBrainQuakesuiteforclassroomimplementation?..............................................16RQ2:DoestheBrainQuakesuiteshowpromiseforimprovingstudents’mathematicsachievementandstudents’attitudestowardmathematics?...........................................................................................................35RQ3:WhatistheimpactoftheBrainQuakepuzzlesuiteonteachers’pedagogicalcontentknowledgeforteaching?......................................................................................................................................................45ConclusionsandNextSteps...................................................................................................46GameModifications...............................................................................................................................................................47ClassroomImplementationModifications...................................................................................................................48References............................................................................................................................49
Appendix...............................................................................................................................50
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Overview of Study
AspartofthePhaseIISmallBusinessandInnovationResearchgrant(awardedbytheU.S.Institute
ofEducationSciences)BrainQuakedevelopedtwopuzzlesuites:1)theTilespuzzle,whichwas
developedtosupportalgebraicreasoning,and2)theTankspuzzle–whichwasdevelopedto
supportproportionalreasoning.WestEdwascontractedbyBrainQuaketoconductanindependent
evaluationofthenewpuzzles'impactonstudentoutcomes.Becausetheflagshippuzzle–Wuzzit
Trouble–hadalreadybeenshowntoexhibitpromiseforlearninginotherstudies(Killietal.2015;
Pope&Mangram,2015;Matlen,Atienza,&FoxCully,2015),thisstudy'sinterventionfocusedsolely
onexploringtheimpactandfeasibilityoftheTilesandTankspuzzles.Werefertothisintervention
comprisedofthesepuzzlesastheBrainQuakesuite,henceforth.
ToexplorethefeasibilityandusabilityoftheBrainQuakepuzzlesuite,aswellastoexplorethe
promiseoftheproductforachievingtheintendedoutcomes,WestEdconductedarandomizedtrial
inthefallof2017inmiddleschoolclassrooms(5thand6thgrades).Intherandomizedtrial,teachers
wererandomlyassignedtoeitherusetheBrainQuakepuzzlesuiteasasupplementtotheir
mathematicsinstruction(thetreatmentcondition),ortheyweretoconducttheirmathematics
instructionintheirnormalway(referredtoas,businessasusual;thecontrolcondition).This
reportdocumentsthefindingsfromthisstudyandsuggestionsforfutureresearchand
development.
The present work represents an important but early-stage step in understanding how the
BrainQuake puzzle suite is used in classroom contexts. The results are valuable in 1) providing
initialestimatesoftheBrainQuakepuzzlesuite’simpactonstudentoutcomes,2)characterizingits
use in a variety of classroom contexts, and 3) providing information about the feasibility and
fidelityoftheproduct.Thestudyisconductedwitharelativelysmallsampleandtheintervention
waslimitedtoarelativelyshortduration,thus,resultsshouldbeconsideredwithinthecontextof
thebroaderprogramofresearchoftheBrainQuakepuzzlesuite.Nevertheless,thisstudyprovidesa
usefulandnecessarystepinunderstandinghowtheBrainQuakepuzzlesuiteoperatesinclassroom
environments, the results of which can inform future development efforts as well as provide a
foundation for a largerprogramof research.Wepresent the resultswith these considerations in
mind.
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Research Questions Thestudywasguidedbythefollowingresearchquestions:
1. HowfeasibleistheBrainQuakesuiteforclassroomimplementation?
2. DoesthefullsuiteofBrainQuakeproductsshowpromiseforimprovingstudents'
a. Mathematicsachievement,and
b. Students’attitudestowardmathematics?
c. IstheBrainQuakepuzzlesuitemoreeffectiveforcertainsubgroupsofstudents(e.g.,
lowervs.higherachieveingstudents)?
3. What is the impact of the BrainQuake puzzle suite on teachers' pedagogical content
knowledgeforteaching?
The Study Intervention Theinterventioninthepresentstudyinvolvedtheuseoftwopuzzles:TheTankspuzzleandthe
Tilespuzzle.
TheTilespuzzleaimstoengagestudentsinincreasinglycomplexalgebraicthinking.Players
manipulatearangeoftileswithvaryingfeaturesinordertofillatrayortrayssimultaneouslyby
arrangingthetilesinthetraysandthen“growing”themtofilltheavailablespace.Featuressuchas
UnGrow,seeyourpreviousfailedsolution,andsolveforeitherminimaltileuseorminimalgrow
movesprovideBrainQuake’ssignaturevariedsolutionpathoptions.
TheTankspuzzleisdesignedtofacilitatetheexplorationandunderstandingofincreasingly
complexpercent,decimal,fractionandnon-numericalproportionalrepresentations.Playersmust
allocatespaceinacircular,rectangular,squareorradialdeviceinordertodistributeagiven
numberofinputsintoproportionalmeasuresthatmatchtherequiredoutputdistributions.Unlike
theTilespuzzle,however,theTanks’proportionalreasoningpuzzleissignificantlylimitedwith
respecttoarichandvariedsolutionspace.Thislimitingfactorisduetothenatureofthecontent,
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buttheinterfaceandpuzzlestestedasslightlymoreengagingthantheTilespuzzleinprior
usabilitywork.
Bothpuzzlesaredrivenbytheirownadaptiveengineandareconnectedtothemonitoringand
loggingsystemthatfeedstheBrainQuakescoringalgorithm.
Thepuzzlesaremeanttobeusedasasupplementtotraditionalinstructioninmathematicsfor
middleschoolstudents.Theyaredesignedtoengagestudentsinmathematicalthinkingwithoutthe
useoftraditionalmathematicalsymbols(e.g.,equations).Instead,thepuzzlesuseconcretephysical
representationstoinstantiatemathematicalconcepts–therepresentationscanbevirtually
manipulated(viatouchscreenorcomputer)andthereforeengagestudentsinmathematical
thinkingwithouttheneedforsymbolicrepresentationsofthemathematics,allowingthemto
exploreproblemsbeyondwhatwouldbetraditionallyconsidered'grade-level'.Teacherscan
supportstudentsinsolvingthepuzzles,butthepuzzlesaredesignedtobeplayedbythestudents.
ToexplorethefeasibilityandusabilityoftheBrainQuakepuzzlesuite,WestEdconducteda
randomizedtrialinthefallof2017inmiddleschoolclassrooms.Inthetrial,teacherswere
randomlyassignedtoeitherusetheBrainQuakepuzzlesuiteasasupplementtotheirmathematics
instruction,ortheyweretoconducttheirmathematicsinstructionintheirnormalway(referredto
as,businessasusual).
TreatmentteachersweretaskedwithusingtheBrainQuakepuzzlesasasupplementtotheir
mathematicsinstruction.Theywerespecificallyaskedtousethepuzzlesforatleastthreedaysa
week,foratleast10minuteseachtime(thoughtheywereallowedtousethepuzzlesmoreifthey
wished).Thewayinwhichteachersimplementedthepuzzles(ashomework,warm-upto
mathematicslesson,asreview,etc.),wasintentionallyleftopen,asthisallowedthestudytoexplore
thevariationinhowthepuzzlesareimplementedinnaturalisticsettings.Thoughtheway
BrainQuakepuzzleswereimplementedwasuptotheteachers'discretion,teacherswereadvisedto
usethepuzzlesinaninterspersedway–alternatingbetweenTilesandTanks–asthisalternating
formatwasbelievedtooptimallysupportstudents'mathematicskills.
Priortothestudy,treatmentteacherswereprovidedashortone-hourorientationofthepuzzle
suite.Teachersattendedtheorientationvirtuallyandthesessionwasrecordedforteacherswho
wereunabletoattendalivesession.Thegoaloftheorientationwastoprovideanoverviewofthe
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puzzlesuite,demonstratehowthepuzzleswork,andprovideteacherswithanoppoortunitytoask
questions.BrainQuakestaffledtheorientation.
Controlgroupteacherswereinstructedtoconducttheirmathematicslessonsintheirstandardway,
withouttheuseoftheBrainQuakepuzzlesuite.
Allteacherswereprovidedabriefvideoofthestudythattheycouldwatchattheirleisure,which
outlinedtherationaleforthestudyandorientedteacherstothestudytasks.Teacherswere
randomlyassignedtoconditionsafterthisstudyoverview.
Thestudytookplaceoverthecourseofapproximately8weeksduringthefall2017semester–the
interventionspanningapproximately6weeks.Bothgroupsofteacherstookandadministered
surveysatthebeginningandendofthestudy.Measureswerealsocollectedtodocumentthe
implementationoftheBrainQuakepuzzlesduringthecourseofthestudy.Table1documentsthe
tasktimelineoverthelifeofthestudy.Thesurveysaredescribedinmoredetail,below.
Table1.Studytasktimeline.
Week1BeginningofStudy
Weeks2-7DuringStudy
Week8EndofStudy
ActivitiesconductedInClasstostudents
-AchievementAssessment-GearsPuzzle-MathAttitudesSurvey
-Teacherassignsinterspersedpuzzleintervention-ClassroomobservationsinsubsetTreatmentclasses(onesessionwhereBrainQuakegameisbeingused)-Studentfocusgroup(oneperclassroom)
-AchievementAssessment-GearsPuzzle-MathAttitudesSurvey-StudentPost-Survey
Activitiescompletedbyteacher
-TeacherBackgroundSurvey-TeacherMathPCKSurvey
-TeacherWeeklyLogs
-TeacherPost-Survey-TeacherMathPCKSurvey-TeacherInterview
Participants Thirty-four (34)5thand6thgrade teacherswererecruited toparticipate in thestudy. Eachhad
teachingexperiencerangingbetween2and7years,andcurrently teachesatapublicelementary
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schoolinNorthernCalifornia.Onetothreeteacherstaughtateachschoolparticipatinginthestudy,
with74%ofteachersreportingincorporationoftechnologyintheircurrentclassroompracticesat
least3timesperweek.71%oftheteachersalsoreportedbeingverycomfortableusingtechnology.
Amongallofthestudyschools,researcherscollecteddatafrom4185thgradestudentsand3066th
grade students. Demographic information summarizing the student populations at each
participatingschoolappearsinTable2andinformationontheteachersparticipatingintheteacher
inteviewsaresummarizedinTable3.
Table2.ResearchStudyStudentDemographicSummarybySchool
Sch1
Sch2
Sch3
Sch4
Sch5
Sch6
Sch7
Sch8
Sch9
Sch10
Totalstudentsparticipating 30 91 93 28 33 NA 34 32 32 NA
Socioeconomicallydisadvantaged
NA 27% 32% 57% 73% NA 65% 25% NA NA
Englishlearners(EL) NA 3% 8% 11% 18% NA 18% 25% NA NA
Ethnicity NA NA NA NA
AmericanIndian 2% 0% 7% 0% 0% 31% Asian 1% 0% 0% 0% 0% 44% Black 1% 2% 0% 3% 6% 0% Hispanic 34% 29% 57% 79% 71% 0% Multi-racial 0% 0% 0% 0% 0% 3% White 18% 1% 11% 3% 18% 13% NotAvailable 100% 44% 68% 25% 15% 100% 5% 9% 100% 100%
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Table2.ResearchStudyStudentDemographicSummarybySchool(Cont.)
Sch11
Sch12
Sch13
Sch14
Sch15
Sch16
Sch17
Sch18
Sch19
Sch20
School size (number ofstudents)
NA 58 32 57 84 NA 34 49 27 27
Socioeconomicallydisadvantaged
NA 28% NA 88% 45% NA 88% 67% 96% 93%
Englishlearners(EL) NA 5% NA 40% 14% NA 47% 29% 63% 56%
Ethnicity NA NA NA White 0% 0% 0% 0% 0% 0% 0%AmericanIndian 0% 0% 0% 0% 0% 0% 0%Asian 14% 7% 5% 0% 0% 0% 0%Black 0% 2% 0% 0% 0% 0% 0%Multi-racial 2% 5% 13% 0% 10% 4% 4%Hispanic 12% 81% 39% 97% 76% 96% 89%PacificIslander 0% 0% 1% 0% 0% 0% 0%White 60% 5% 6% 0% 10% 0% 0%NotAvailable 100% 12% 100% 0% 36% 100% 3% 4% 0% 7%
Sch21
Sch22
Sch23
Sch24
Schoolsize(numberofstudents) NA 31 56 30
Socioeconomicallydisadvantaged
NA NA NA NA
Englishlearners(EL) NA NA NA NA
Ethnicity NA NA NA NAWhite AmericanIndian Asian Black Hispanic White NotAvailable 100% 100% 100% 100%
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Table3.Teacherpseudonymsandexperience
Pseudonym GradeTaught
YearsExp.
Teaching
HighestLevel
Education
#Students
LB10 5 7 MA 33LB09 5 7 MA 28
Sal30 5 6 MA 25
Sal28 5 5 BA 34
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Instruments Thefollowinginstrumentswereusedtoanswerthestudy'sresearchquestions:
Studentpre/postmathematicsachievement
Themathachievementassessmentwasadministeredatbothpre-andpost-testandconsistedof16
multiple-choiceitemsand2open-endedquestionsaimedatassessingstudents’mathematical
ability.TheachievementassessmentwasdevelopedbytheNationalCenterforCognitionand
Mathematics(Davenportetal.2013).Threeoftheproblemsinvolvedunderstandingnumbersense
and15problemsinvolvedsolvingforanunknownquantityusingproportionalreasoning.This
assessmentwaschosenastheBrainQuakepuzzlesuiteinvolvedpracticeintheseskillareas.Items
werederivedfromConnectedMathematicsProject2materialsandstate,nationalandinternational
standardizedtests.Assessmentreliabilityinthepresentstudywas.64atpreand.66atpost.Open-
endeditemswerescoredbytrainedratersusingastandardizedholisticrubric.Researchers
computedweightedkappastomeasureinter-raterreliability,whichrangedfrom0.76to0.93.
Studentswereallowedtousescratchpapertocomputesolutionstothemathproblems.Thesurvey
wasestimatedtotakeapproximately30minutestocomplete.Theitemsfromthemathematics
achievementsurveyareincludedinTable4oftheAppendix.
Studentpre/postWuzzitTroubleassessment
WuzzitTrouble(referredtohenceforthastheGearsPuzzle),BrainQuake'sflagshippuzzlegame,
aimstosupportstudents'numbersense.Inthegame,mathematicalrepresentationsare
instantiatedthroughmechanicaldevicesthatcanbephysicallymanipulated.Theplayersolvesthe
puzzlebyrotatingsmallgearstoturnalargewheeltocollectitemshangingonthewheel.Fora
maximumscore,theitemsmustallbecollectedinthefewestnumberofmoves,followingthesame
sequenceoflogicalstepsrequiredtosolveadvancedalgebraicproblems.
Priorstudieshavesuggestedthatusingthesemoreintuitiverepresentations,studentscanengage
inmathematicalproblemsolvingonproblemstraditionallyconsideredwell-beyondtheirgrade-
level(e.g.,Killietal.2015;Pope&Mangram,2015).However,theGearsPuzzleusedasan
assessmenthasbeenlimited.Thus,inthepresentstudy,itwasusedasapre-andpost-assessment.
Duetosomeissuesextractingandlinkingdatatosubjectidentifiers,theanalysisoftheGearspuzzle
asanassessmentisnotdescribedinthepresentreport.
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TheGearsPuzzlewasadministeredtothestudentsateachassessmentfor30minutes.Duringthis
time,thestudentscouldprogressthroughtheassessmentwhiletheadaptivealgorithmadvanced
thelevelstomeetthestudent'szoneofproximaldevelopment.Studentswereallowedtousethe
puzzleuntilthe30-minutetimeexpired.Eachstudent'sperformanceperlevelintermsofastar
score(acategoricalratingindicatingthenumberofmoves),timeelapsed,andlevelnumberwere
recorded.
Studentspre/postmathematicalattitudes
Thestudents’mathematicsattitudessurveyconsistedofasubsetofitemsfromthe2003
ProgrammeforInternationalStudentAssessment(PISA)studentquestionnaire(OECD,2005).
Researchersselecteditemsthatwereaimedatmeasuringfourconstructs:Viewstowardsmath,
confidenceinsolvingmathproblems,strategytowardsmath,andmathself-concept.Theinternal
consistencycoefficients(Cronbach’salphas)forsubscalesinthepresentstudyrangedfrom.74–
.87.
Themathematicsattitudesurveyconsistedof4-pointLikertitems,rangingfromStronglyAgreeto
StronglyDisagree.Theonlyexceptiontothisstructurewasquestion5,relatedtoconfidencewith
mathematicscalculations.This4-pointLikertscalequestionrangedfromVeryConfidenttoNotAt
AllConfident.Priorresearchhassuggestedthatparticipantsoverlyrelyonmidpointresponses
whentheyperceivethetopicasunimportant(Krosnick&Schuman,1988).Researcherstherefore
useda4-optionLikert-scaleforallitemssothatstudentswouldnotbetemptedtooverlyrelyona
neutralresponseforatopicinwhichtheymayhavehadlittlepersonalinvestment.Theoverall
structureofthestudentsurveyisshowninTable5oftheAppendix,withquestionsgrouped
accordingtoeachtheme.
Classroomobservations
Researchers developed an observation protocol that examined how teachers interacted with
students as they used the puzzle in class, aswell as how teachers linkedmathematical concepts
fromthegameintoinstruction.Thisprotocolfurtherexaminedwhethertherewereanyinstances
of student persistence, frustration, or methods of completing the suite of games. Trained
researchersconductedtheseclassroomobservationsinasubsetoftreatmentclassrooms.
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Studentfocusgroups
Researchersaskedgroupsofroughlyfivetosevenstudentsabouttheirperspectivesonusingthe
BrainQuakesuiteofgamesintheclassroom.Thefocusgroupswereheldduringthemiddleofthe
implementationperiodinwhichstudentswereactivelyinteractingwiththeBrainQuakesuiteof
games.Thestudentswerespecificallyaskedtoreflectupontheirattitudesandanyfeedbackfor
improvementregardingthedifferentgamesintheBrainQuakesuite.Studentswerefurthermore
askedtoreflectupontheirabilitytopersistthroughchallengingordifficultpuzzles.Thesesessions
wereaudio-recorded.
Teacherinterviews
TeacherswereintervieweduponthecompletedimplementationoftheBrainQuakesuiteofgames.
TheinterviewprotocolaskedquestionsregardingthefeasibilityoftheBrainQuakesuiteintermsof
classroomuse,howteachersincorporatedtheproductintheclassroom,andtheirperceptionsof
theirstudent'sexperience,engagement,andreactionswheninteractingwiththegames.Trained
researchersconductedtheseinterviewswithinasubsetofthetreatmentteachers.Responsestothe
interviewquestionswereaudio-recorded.
Weeklyteacherlogs
Theteacherlogswereadministeredonceattheendofeachweek.Thelogsaskedteachersto
describethecourseformat,anyresourcesusedtoprepareinstruction,andfortreatmentteachers,
BrainQuakeimplementationdetails,includingtheamountoftimestudentswereassignedthesuite
ofgamesandthefrequencyofassignment.Thelogsalsoconsistedofopen-endedquestionsabout
whetherteachersbelievedtheirstudentslearnedfromBrainQuake,howengagedstudentswerein
playingthegame,andanytechissuesexperienced.Teacherscompletedthesurveyonline,andeach
logtookapproximately5minutestocomplete.
Teacherpre/postpedagogicalcontentknowledge
PedagogicalContentKnowledge(PCK)istheknowledgeofhowtoteachanacademicsubjectandis
engagedduringtaskssuchasplanningalesson,respondingtostudentquestionsinclass,and
gradingstudentcoursework.TheMathematicsKnowledgeforTeaching(MKT)measurewasused
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tomeasureteacherpedagogicalcontentknowledge(Hill,Ball,&Schilling,2008).Teachers
completedportionsoftheassessmentdesignedtotestknowledgerelatedtoproportionalreasoning
ingrades4-8(LearningMathematicsforTeaching,2007).ThisstudyusedtheLMTtoassess
whetherteachers’PCKchangedacrosstheintervention.TheLMThasdemonstratedgood
reliability,rangingfrom0.71to0.84.
Teacherbackgroundquestionnaire
Theteacherbackgroundsurveymeasuredpriorexperienceinteaching,educationalbackground,
andexperienceusingtechnologytoteachmath.Thissurveyconsistedof13items.Thefirst6were
multiplechoicedemographicandeducationalbackgroundquestions.Otheritemsaskedteachers
askedabouttheiryearsofteachingexperience,studentgradelevelandnumberofstudentsintheir
targetclassroom.Anotheritemconsistedofa5-optionLikert-stylequestionrelatedtoproficiency
withoperatingsystemsandofficetools,andrangedfrom“NoExperience”to“Advanced”.Thelast
questionrelatedtotechnologyproficiencyandthefrequencyandcomfortofusingtechnologyinthe
classroom.This5-optionLikertscalerangedfromStronglyDisagreetoStronglyAgreeand
containedaNeitherAgree/Disagreeoption.
StudentandTeacherPost-SurveyoftheBrainQuakesuite
Thestudentpost-surveyconsistedof39itemswhichassessedstudents’opinionsregarding1)
engagement,2)usabilityofBrainQuakegames,3)feasibilityofcontinueduseofBrainQuake(e.g.,in
class,asalearningtool,etc.),4)perceivedabilityofBrainQuaketoimprovestudentlearningand
motivationand5)opinionsabouttheirexperiencewithpersistence,motivation,resilienceand
encouragementwithineachofthethreeBrainQuakepuzzletypes(Tanks,TilesandGears).Students
wereaskedtheextenttowhichtheyagreedordisagreedwithquestionstatements.Questions
relatedtousability,feasibility,improvedlearning,motivationandindividualpuzzlepersistenceand
resiliencewereona5-optionLikertscale,rangingfromStronglyDisagreetoStronglyAgreeand
containingaNotSureresponse.Overallgameperceptionquestionswerebasedona5-optionLikert
scale,rangingfromVeryHardtoVeryEasyandcontainedaNotTooHardorEasyresponse.
Individualpuzzletypequestionsrelatedtomotivationtotryagainwereona3-optionLikertscale,
rangingfromNotVeryMuchtoALotandcontainedaSomewhatoption.Individualpuzzletype
questionsrelatedtoencouragementwereprovidedas4-optionmultiplechoiceitems,rangingfrom
VeryDiscouragedtoMotivatedToFigureItOutandcontainedALittleDiscouragedandIWantedto
TryAgainoptions.Researchersagainuseda4-optionmultiplechoicescaleforallitemsrelatedto
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encouragement(items27,33and39)sothatstudentswouldnotbetemptedtooverlyrelyona
neutralresponse.TheoverallstructureofthestudentsurveyisshowninTable6oftheAppendix,
withquestionsgroupedaccordingtotheme.
Thefeasibilitystudyteacherpost-surveysoughttocaptureteachers’perceptionsaboutBrainQuake
games.Likethestudentsurvey,theteachersurveyaskedteacherstoagreeordisagreewithitem
statementsconcerningthe1)usabilityofBrainQuakegames,2)feasibilityofcontinueduseof
BrainQuake(e.g.,inclass,asalearningtool,etc.),3)perceivedabilityofBrainQuaketoimprove
studentlearningandmotivationand4)opinionsabouttheirstudents'experiencewithtwoofthe
BrainQuakepuzzletypes(Tanksvs.Tiles).Teacherswereasked15questionsthatcorrespondedto
oneof10categories(seeTable7oftheAppendix).Forthefirst8questions,teacherswereprovided
5possiblechoices:StronglyAgree,Agree,NotSure,Disagree,andStronglyDisagree.Forthe7
remainingquestions(items8-15),teacherswereaskedtosupplytheirownanswerinanopen-
endedresponse.
Analysis Feasibilitydata
WestEdresearchersconductedfourfocusgroups,withapproximately5to7studentsineachgroup,
fourclassroomobservations,andthreeteacherinterviews.Tounderstandclassroom
implementationoftheBrainQuakegames,theirfeasibility,andtheuserexperienceofparticipants,
WestEdresearchersreviewedobservationanddebriefnotes,focusgrouptranscripts,interview
transcripts,andclassroomobservationnotestoidentifymajorthemesandpatterns.Guidedby
MilesandHuberman's(2014)qualitativedataanalysisprocess,researchersdevelopedcodesbased
onresearchquestionsandemergentthemesandthenutilizedthenVivosoftwaretoassistwiththe
analysisofthedata.
Studentoutcomedata
Teacherandstudentpost-surveyresponsesweresummarizedandgraphedforcomparison
betweengroupsandacrosspuzzletypes.Students’responsestothemathematicalassessmentpre-
andpost-testswerescoredandthegainscomputedbysubtractingthestudents’post-testscore
fromthepre-testscore.Tostatisticallyexaminestudentgains,pairedsamplet-testswere
conductedonstudents’pre-andpost-testscores,alongwithstandarddeviationsandCohen’sd
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effectsizes.Thepairedt-testandeffectsizesallowedforassessment,onaverage,whethergains
differedfromzero.
AdditionalquantitativeanalyseswereconductedtodeterminetheimpactoftheBrainQuake
puzzlesonstudents'mathematicsachievement(asmeasuredbytheachievementassessment)and
students'attitudestowardsmathematics(asmeasuredbytheattitudesurvey).Toexaminethe
impactoftheBrainQuakepuzzlesonstudentoutcomes(achievementandattitudes),researchers
regressedtheoutcome(eitherachievementpost-testscoreortheattitudespost-score)onthe
conditionassignment(treatmentstatus),controllingforotherstudent-levelcharacteristics.These
regressionanalyseswereconductedusingtwo-level,hierarchicallinearmodels,witharandom
effectforteacherstoaccountforthenestedstructureofthedesign-studentswithinteachers.
Impactmodelingwasconductedwithallstudentswithvalidpre-andpost-testdata(n=515inthe
achievementanalysisandn=415intheattitudeanalysis).Foreachanalysis,threemodelswere
explored:aconditionmodel,acovariatemodel,andamoderatormodel.Becausethestudywas
underpowered,wewereconservativewithincludinglevel-twovariables,whichtakeawaydegrees
offreedomandthereforecanfurtherreducestatisticalpower.However,intheachievementsample,
weincludedgradeasaleveltwocovariate,asdescriptiveexplorationrevealedtherewereslightly
morestudentsin6thgradeinthecontrolgroup.Inallmodels,students’pre-testscore(onthe
achievementorattitudessurvey)wasincludedasalevel-1covariate.
ConditionalModel.Theconditionalmodel(model1)includedfixedeffectsintheconditionmodel
includedtheconditionvariableandstudents’pre-testscore.TheConditionModeltookthe
followingform:
γij=β00+β01TXj+β10Preij+ζ0J+ϵI0
Whereγijisthepost-testscoreforthei-thstudentofthej-thteacher,TXjisadichotomousvariable
indicatingassignmenttotreatmentPrerepresentsstudents'pre-testscore,andβ00isthegrand
meanofstudentscores.ϵI0isarandomlevel-1errortermandζ0Jistheteacherrandomeffect,the
variancecomponentofwhichcapturesthenestingofstudentswithininstructors.Importantly,the
maineffectoftreatmentassignmentiscapturedbyβ01.
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CovariateModel.Inadditiontotheconditionandpre-testtermsintheconditionalmodel,the
covariatemodel(model2)includedstudent-levelfixedeffectsofstudents’gender(Female),
students’socioeconomicdisadvantagedstatus(SDS;providedbytheschooldistrict),students’
Englishlanguagelearnerstatus(ELL),andthestudents’scoresontheSmarter-BalancedMath
sectionfromthepreviousschoolyear(SBMath;thiswasnotincludedintheattitudeanalysisasit
wasnothighlycorrelatedwithscores).Covariateswereincludedbasedontheoreticalimportance
andpriorresearch(theyareknowntocorrelatewithSTEMoutcomes),correlationalstructure,and
therepresentativenesswithinthedataset(e.g.,specialeducationstatuswasnotincludedasa
covariatebecausetheywerenotstronglyrepresentedinthepresentsample).
ModeratorModel.Themoderatormodel(model3)includedallvariablesinthecovariatemodel,but
additionallyincludedcross-levelinteractionsbetweenthosevariablesandtreatmentstatus.This
lattermodelallowedustoexploremoderatoreffects-whethertheBrainQuakepuzzlesare
differentiallyimpactfulforsubgroupsofstudents(e.g.,malesvs.females,SDSvs.non-SDSstudents,
etc.).
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Findings
RQ 1: How feasible is the BrainQuake suite for classroom implementation? ClassroomImplementation
Analysisofthequalitativedataprovidedinsightintothemethodsinwhichteachersimplemented
theBrainQuakegamesintheirclassroom.Themostprominentwaysinwhichteachers
implementedBrainQuakeincluded:usingthesuiteofgamesinconjunctionwiththeirmathlesson,
suchasawarm-uporcooldownactivity,andusingthetoolasanoptionalormotivationalactivity
(teacherswouldusetheBrainQuakesuiteofgamesasamotivationtofinishtheirclasswork).In
termsofusingBrainQuaketocomplimentthedesignatedmathperiod,oneteachercommented:
"[BrainQuakewas]usedoftenasabeginningofthedayactivitywhentheyfirstcameorwhendone
withtheirmustdo’sandusedasamaydo."
Whileteacherswouldfrequentlyusethesuiteofgamesinthemethodsdescribedabove,mostof
theteachersdidnothaveaconsistentwayofimplementingitonaweek-to-weekbasis.Teachers
demonstratedflexibilityinthewaytheyimplementedthesuite.Teacherssharedthattheycould
useitasawarmuponeweekandswitchthingsupthenextweekanduseitasamotivational
activity.Oneteacherspoketothisflexibility,"IusedBrainQuakeinthreedifferentways.Onewas
whenstudentsfinishedworkearly,theycanuseitforalittlebit.Othertimes,therewasdesignated
timeduringtheweek.Additionally,itwasusediftherewasfreetimeduringtheweek."
Furthermore,alargemajorityofteachersutilizedtheBrainQuakegamesasindividualstudent
work.Inparticularsituations,teachersusedBrainQuakeasgroup-workandstudentsappearedto
enjoyopportunitiestoengagewiththepuzzleswiththeirpeers.Theteacherexplainedthatthis
enjoymentwasfurthercomplementedwithpositivestudentattitudes,"[students]seemedmore
positiveabouttheirabilitytoprogressbecausetheyworkedtogether."Thismayspeaktothe
BrainQuakepuzzlesbeingmoredifficultforcertainclasses,andthatthetoolwasbeneficialingroup
settingsbecausethestudentscouldcollectivelyworktogethertofindsolutions.
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DatafromtheweeklylogsexaminedthefrequencythattheBrainQuakesuiteofgameswas
implementedintheclassroomsetting.Baseduponthelogs,itwasobservedthatteachersinthe
treatmentconditionusedtheBrainQuakeappforroughlytwodaysaweekthroughoutthecourse
oftheimplementationperiod.Thiswasconsistentthroughoutmostthestudy(aslightdecrease
wasnoticedtowardsthefinalweekofthestudy,butthisislikelyduetoimplementationof
assessmentsforthestudy).
Figure 1: Treatment Teachers Used the BrainQuake app on Average 2 days per week
Teachers furthermore provided insight into the amount of time (in minutes) that they spent
preparing to use BrainQuake in the classroom. As detailed by the figure below, teachers spent
roughly 20minutes preparing for the implementation of the BrainQuake suite of games (with a
large increase to roughly 30 minutes in the second week of implementation). The teacher's 20
minutesofpreparationallowedthemtofitthesuiteofgamesintonearly450minutesofmathtime
intheclassroomeachweek.
Figure 2: Treatment Teachers Spent on Average 20 minutes in prep to use the BrainQuake games
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Figure 3: Treatment Classrooms Spent on Average 450 minutes in math time each week
Per theweekly logs, teacherswithin the control condition reported the educational technology tools
that they used eachweek. Themost commonly utilized educational technology tools in the control
classroomswere Scootpad, Prodigy, ImagineMath, KhanAcademy, and SplashMath.While students
were using these educational tools, teachers reported that by in large, the class was overall very
engaged.Teachersreflectedthatamajorityoftheirstudentswereveryengagedwhenusingtechnology
intheclassroomandtypicallyonlyafewstudentsgotdistracted:"Moststudentsenjoyworkingonthe
computers and are actively engaged in themath practice and review. A handful of students are less
engagedandhaveahardtimestayingfocusedonwhattheyaresupposedtobedoing."
Figure 4: Control Teachers Utilized ‘Prodigy’ and ‘Imagine Math’ ed tech most commonly in their classrooms
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Table8.WeeklyMathConcepts
Week Most Reported Math Concepts 15-Sep Ratios 22-Sep Decimal/Fraction Division 29-Sep Multiplying Multi-Digits 6-Oct Multiplication and Division 13-Oct Fractions (Add, Subtract, Multiply) 20-Oct Fractions (Add, Subtract, Multiply) 27-Oct Multiply and Divide Decimals 3-Nov Rates 10-Nov Ratios as Fractions/Percents 17-Nov Distance between Points 1-Dec Ratios 8-Dec Ratios
Duringtheimplementationperiod,bothtreatmentandcontrolteachersreportedintheweeklylogs
thespecificmathconceptsthattheirstudentswereworkingoneachweek.Table8abovedescribes
whichconceptwasmostreportedwithineachweeklylog.Duringtheimplementationperiodofthe
BrainQuakesuiteofgames,themostcommonconceptsthatwerecoveredinclassincludedworking
withratiosandmanipulatingfractionswithmultiplication,division,subtraction,andaddition.
AppropriatenessoftheMathContent
Mostteachersfeltthemathcontentwasappropriatefortheirstudents.However,thereweresome
differencesintheperceptionsof5thand6thgradeteachers.Some5thgradeteachersfeltthatthe
BrainQuakegamesmayhavebeentoochallengingfortheirstudents–oneexplained,
"Itwouldbeniceifthetopicscoveredinyourgameswouldbemorealignedwithwhatwe
coverin5thgrade.Thereisalotofworkwithpercentages,decimalsandfractions.The
beginningof5thgrademaynotbethetimetousethisgame...perhapsmoretowardtheend
oftheyear."
Additionally,anotherteacherwasabletouchuponthedeviationbetween5thgradecontent
knowledgeandtheabstractnatureoftheBrainQuakesuite.
"TheGearspuzzlewouldbeperfectformentalmathcalculation.Proportionsaretoo
difficultformost5thgradersaswehavenotevenreachedourunitonfractionsyet.Even
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thoughtheyhavehadfractionworkinpreviousgrades,theyarestillstrugglingwith
understandingfractionalpartsonamoreabstractlevel."
Thisteacher'squotehighlightsthatstudentsmayhavesomeexperiencewiththecontentona
surfacelevel,buttheymaynotbeasequippedtoabstractlyinteractwiththesemathconcepts.
Overall,theBrainQuakesuitewasoutsideoftheabilityof5thgradestudents,butitisimportantto
note,asevidencedbythesequotes,thattheseteacherswerestillabletoforeseethepromisethat
thisplatformmaypossesswhenpresentedattheappropriatetimeintheircurriculum.Both
teachersemphasizethattheBrainQuakesuitecouldbeavaluabletoolwhenpairedwithaligned
content,andoneteacherfurthernotesthattheGearsPuzzle,whichtheyperceivetobeatan
appropriatelevel,isabeneficialresource.
Ontheotherhand,6thgradeteachersfeltthatthecontentoftheBrainQuakepuzzleswere
appropriatefortheirstudents.Theseteachersreflectedthattheirstudentswerecomfortablewith
themathconceptsexpressedintheBrainQuakepuzzles.One6thgradeteacherexplained,"Iliked
howitapproachedteachingmathconceptsinadifferentway,suchasthefractiongames.Kids
seemedtohavefunwhiletheyplayed…Thepuzzlesseemedtochallengemoststudentsbutthe
conceptswerefamiliar."Another6thgradeteacherhadasimilarperspectiveandreflectedthat,"I
likedthat[BrainQuake]feltlikeagameforthestudentsanditprovidedanengaging,visual
representationofthemathematics.[Itprovidesin]analternativefashionwhatwenormally
presenttostudents."Thefeedbackprovidedby6thgradeteachersspeakstotheenjoymentthat
bothstudentsandteachershadwheninteractingwiththeBrainQuakesuite.
TheBrainQuakesuitewasperceivedby6thgradeteachersasanappropriatechallengeandtoolfor
studentsbecauseitalignedwellwithconceptsinwhichthestudentswerealreadyfamiliar.
Additionally,itprovidedanavenueforstudentstolearnandinteractwithmathematicsfroma
differentperspectivethanthetraditionalclassroomapproach.Oneteacherremarkeduponthis
opportunity,byhighlightingthebenefitsofaccessingdifferentmethodsofteachingconcepts
throughtheintegrationoftheBrainQuakesuite.
"Withmymathinstruction,Itrydifferentwaystoaccessthemath;Thisprogramhelped
studentslearndifferentwaystounderstandratiosandpercentagesfrommynormal
instruction;bydoingsotheyareabletostrengthentheirunderstandingoftheconcepts;I
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alwaystrytoteachwithdifferentformatstosupportlearning;Iusuallyteach3-5different
formats;Itallowsstudentstoseethesameconceptsindifferentways."
ThroughtheimplementationoftheBrainQuakesuite,thisteacherwasabletousethegameasa
tooltosuccessfullyintroduceanalreadyfamiliarcontentareainanewandabstractmanner,
strengtheningtheirworkingknowledgeofthesubject.Ultimately,thedifferencesobserved
betweentheexperiencesof5thand6thgradeclassrooms,theBrainQuakesuitewasmost
successfullyimplemented--fromtheperspectiveoftheteachers--intheclassroomsinwhich
studentswerealreadyfamiliarwiththecontent.
ClassroomFeasibility
Theteachertrainingwasholisticallyviewedas"agoodpreviewofwhattoexpect"anditwas
fundamentalforprovidinginformationaboutthebasicsofimplementingtheBrainQuakesuiteof
games.Reflectinguponthistrainingfurther,teachersfeltthatitcouldbeadditionallybeneficialif
thereweresimilarvideosavailablefortheteachertointroducethegametothestudents.Someof
theteachersfurtheridentifiedthatincludingdetailsonhoweachofthepuzzlescorrespondsto
statestandardswouldhelpthemincorporatethetoolintotheirdailycurriculum.
ThroughouttheimplementationoftheBrainQuakesuiteofgames,therewasarangeinthe
availabletechnologyacrossclassrooms.Byinlarge,theplatformwasimplementedusing
ChromebooksorPClaptops,butthereweresomeoutlyingclassroomsthataccessedtheplatform
throughIBMdesktops(threeclassrooms)inacomputerlaboriPads(twoclassrooms).Theextent
ofaccessibletechnologyfurthercorrespondedtotheteacher'sabilitytosetupandusethe
BrainQuakesuiteofgames.
Overall,amajorityofteachersreportedthattheBrainQuakesuitewasdifficulttosetupandusein
theclassroomduetothereoccurringtechnologychallenges.Oneteacherreflectedupontheir
experienceusingtheBrainQuakesuiteintheirclassroom,commenting,"Notbeingabletologin
easilyorthepuzzlesnotloadingquicklyenoughmadeusingthesepuzzlesfrustratingattimes.The
logisticsofgettingtheChromebooksoutofthestorageroomandcoordinatingusetimewiththe
otherteacherwasabitofahassle."Anadditionalteacherreportedontheantiquatedtechnology
availabletohisstudents,"Ourhardwarewasveryold.Wehavedesktops,notlaptops.Theywere
theoldIBMclones,pizzaboxstyledesktops.Clearingthecachedidnothelpfixproblemsonthese
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machines."Theseglimpsesintotheteacher'saccesstotechnologyandsubsequentdifficulties
implementingtheplatformhighlightanimportanttrendrepresentedbyamajorityofteachers.
Classroomswithoutthelatesttechnologyoraccesstoimmediatetechnicalsupport,faced
challengesinaccessingandnavigatingthroughtheBrainQuakesuiteofgames.Asthisreflection
fromateachershowcased,thesetechnologicalissueswereoftentimescompoundedwithteachers
havingtologisticallyreorganizetimesinwhichtheycouldaccesstheschool'slimitedtechnology,
makingitmorechallengingtosetupandusetheBrainQuakesuiteofgames.
Itisimportanttonotethatahandfulofteachersthathadaccesstonewertechnologywereableto
integratetheBrainQuakesuitewithease.Oneteachercommented,"No[wedidnotexperienceany
technologicaldifficulties],ourschooldistrictisallcaughtupwithtechnology.Wehaveawholetech
teamandourinternetisreallygood.Wecouldplaywheneverwewanted."Onlyasmallsegmentof
theparticipatingteachersreportedthattheyexperiencedminimalissueswithaccessandset-up
anditseeminglyvariedasaresultoftheclass'savailabilitytotechnologyandimmediatesupport.
Overall,issueswithtechnologywerepersistentthroughoutthecourseoftheimplementation
period.Withinthetreatmentconditionoflogsthatprovidedaresponse,75%ofteachers
experiencedsomesortoftechnicaldifficultywhileimplementingthegameintheirclassroom
(62/(62+21)).Thisisincontrastto9%ofteacherswithinthecontrolconditionthatexperienced
notechnicaldifficultieswhenusingdifferenttechnologytoolsintheirclassroom(5/(5+49)).
Figure 5: 72% of Treatment Teachers Experienced Technical Difficulties While Implementing BrainQuake Resources
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Figure 6: 72% of Control Teachers Experienced No Technical Difficulties While Implementing Technology Tools
Theoccurrencesoftechnological issues(asshownintheFigure7below)wererecordedoverthe
lengthofthestudyandwereapparenteveryweekoftheimplementation.Teachersprimarilyran
into difficulties accessing theWorldMap or Gears Puzzle game series, logging into the platform,
receiving app error messages, instances of the school district blocking access, and experiencing
gamefreezesorcrashesduringstudentplay.
Figure 7: The Most Commonly Experienced Technological Issues in Treatment Classrooms were App Error messages and Logging Into the Platform
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Thecollectionofdifficultieswithintheclassroomwastroublingforteachersandasaresultmany
didnotfeelcomfortableimplementingtheBrainQuakegamesuitemostweeks.Someteachers
addedthatitmayhavetakenawayfromthestudent'senjoymentoftheproduct;"Twostudents
couldn'tlogin.Wegotthatresolvedbychangingtheirlogin.StudentsthatreachedtheWorldMap
reallyenjoyedit,butmostofmystudentswerestuckontheGears.Whenthecomputerwould
freeze,itwouldstartthemagain.Theywereveryfrustratedandreadytomoveon."Eventhough
studentswereperiodicallyconfrontedwithissueswhennavigatingthroughthesuiteofgames,this
quotealsotouchesuponthepositiveviewsfromstudentsthatwereabletoaccessthepuzzles.
WhentheBrainQuakesuitewasworking,theteacherobservedpositivestudentfeedbacktoward
theirexperienceinteractingwiththepuzzles.
StudentEngagement
StudentsweregenerallyabletosuccessfullyusetheBrainQuakesuiteofgames.Figure8shows
56%ofstudentsfoundtheproducteasytouse,indicatingthattheyagreedthat"whenusing
BrainQuakepuzzles,theyknewwhattodowithoutanyonetellingthem".Themajority(60%)of
post-surveystudentrespondentsthoughtthatmostkidswouldlearnhowtouseBrainQuake
puzzleseasily.However,somestudentsexperiencedchallengesduringgameplay:41%ofstudent
post-surveyrespondentsthoughtthatplayingBrainQuakepuzzleswasconfusing.
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Figure 8: 56% of Student Post-Survey Respondents Found BrainQuake Easy to Use
Figure9indicatesthatwhilemoststudents(55%)foundexistingtutorialshelpful,58%reported
thatBrainQuakeshouldprovidemorehintsordirections.Overall,55%ofstudentrespondents
agreedthatBrainQuakepuzzlesfitwellintheirclassroomactivities.
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Figure 9: 55% of Student Post-Survey Respondents Agreed that BrainQuake Puzzles Fit Well in Their Classroom
Researchers further observed student engagement strengths and challenges in the classroom.
When students could successfully interact with the BrainQuake puzzles, theywere engaged and
focused on working through and solving the different puzzles. Students commented that they
thoughttheBrainQuakesuitewashighlyengagingandenjoyable.Thiswasconsistentevenincases
wherethepuzzleswerebecominghardertosolve."Whenstudentswouldsolveapuzzletheywould
throw their armsup in excitement. Theywould also exclaim 'ahhhhh' [in a slightly disappointed
way]when theywouldget thequestionwrong."Students’persistenceat solvingpuzzles, even in
thefaceoffailure,continuestobeaconsistentcharacteristicoftheBrainQuakepuzzles.
Teachersfurtherobservedthatstudentswereveryexcitedtointeractwiththegames,particularly
at thebeginningof the implementation.One teachers’ studentsenjoyed theirexperienceworking
through theBrainQuake suite somuch that itbecamea tool for this teacher tomotivate them to
finishtheirotherclasswork,"itmotivatedthemtogettheirworkdone,becausetheywantedtoplay
thegame."Teachersadditionallycommentedonnotonlytheenjoymentsharedbytheirclass,but
theeaseinwhichtheywereabletofigureouthowtointeractwiththenewpuzzles."Onceallthe
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loginissuesweresolved,thestudentswerehappytomovetotheTilesandTankspuzzles.Students
quicklyfiguredouthowtomanipulatebothpuzzlesandsolvedthefirstfewlevels."
Other teachers experienced this same level of enjoyment from their students, but as time
progressed throughout the study, there was a decrease in the level of student engagement that
teachersreported(asseeninFigure10).
Figure 10: Treatment Students Experienced a Larger Decrease in Engagement vs. Control Students After 7 Weeks
As depicted by Figure 10, students in the treatment condition experienced a larger decrease in
engagement as perceived by the teacher than the control group. Teachers within the control
condition experienced a steady rate of student engagementwhile their students interactedwith
differenttechnologyresources.Thedeclineexperiencedbythetreatmentconditioncouldbedueto
the increase in technical difficulties toward the end of the implementation period (including
students being unable to progress forward through the puzzles). The technical issues students
experienced when playing the games, was a point of frustration. "The students were on task;
however,theywerefrustrated/anxious/disappointedwhentheyranintosoftwareproblems."
OverallStudentandTeacherPerceptionsofBrainQuakeSuite
Studentand teacher respondentsdifferedon theirperceptionsof studentdifficulty regarding the
BrainQuakesuiteofgames.Figure11show40%ofstudentpost-surveyrespondents felt that the
gameswere'veryeasy'or'alittleeasy'. 42%hada“justright”response,describingthegamesas
'not too hard or easy'. While 18% described the games as 'a little hard', 0% of students
characterizedthegamesas'veryhard'.
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Figure 11: 40% of Student Post-Survey Respondents felt that the BrainQuake Suite of Games Were ‘Very Easy’ or ‘A Little Easy’
In contrast, teacher post-survey responses indicated that teachers thought the games were
challenging for their students (see Figure12).No teachers responded that the gameswere 'very
easy'or 'a littleeasy' for thestudents. 20%described thegamesas 'not toohardoreasy'. 67%
describedthegamesas'alittlehard'and13%ofteacherscharacterizedthegamesas'veryhard'for
theirstudents.
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Figure 12: 67% of Teacher Post-Survey Respondents described the BrainQuake Suite as ‘A Little Hard’ for Their Students
This contrast between student and teacher perceptions may be indicative of the two groups’
perceptionsofgameplay.Theteacherswereevaluatingthestudents’abilitytoperformthemath.
Thestudentswerelessfocusedonthemechanicsofmathematicsandinsteadwereengagedbythe
gamification of the platform. The students may have been immersed in the excitement of the
contest,andlessawareofthestruggletolearnthecorrespondingmathematics.
Figure 13 shows that 65% of the students reported enjoying the BrainQuake games, and 64%
indicatedthatthepuzzleswerefun.Manystudents(50%)feltthatotherstudentstheiragewould
liketheBrainQuakepuzzlesand55%didnotexperienceboredomwhileplayingthegames.
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Figure 13: 65% of Student Post-Survey Respondents Reported Enjoying the BrainQuake Suite of Games
This perspective may be confirmed by the teacher’s perception that the students found the
engagement withmathematics in the BrainQuake games to be pleasant. Figure 14 displays that
73%of the teachersreported that they thought thestudentsenjoyed theBrainQuakegames,and
67% indicated that they thought the studentshad funusingBrainQuakepuzzles. Many teachers
(47%)reportedthatthestudentswantedtoplaytheBrainQuakegamesevenwithouttheteacher
telling them to; 33% reported that student were not bored, and 73% indicated students were
engagedwhileplayingthepuzzles.
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Figure 14: 73% of Teacher Post-Survey Respondents Reported That Their Students Enjoyed the BrainQuake Suite of Games
When asked to contrast the three game types specifically, student post-survey respondents
indicatedanequaldesirability foreachgame,withonlyaslightpreferenceexpressed towardthe
Gearspuzzle. Whenaskedwouldtheykeepattemptingthepuzzleuntiltheygotitright,students
expressedagreementevenlyamongthethreepuzzles,Tanks,TilesandGears(80%,75%,and77%,
respectively). Positive response rates remained high when students were asked if they were
motivedtotryadifferentwayoriftheyfailedatfirst,didtheyfeeltherewerechancestoimprove
orlearn(68%,68%,71%,and63%,64%,65%,respectively).
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Figure 15: 75%- 80% of Student Post-Survey Respondents Would Keep Attempting Each Type of BrainQuake Puzzle Until They Got It Right
Inthequalitativesectionofthesurvey,teacherswereaskedaboutobserveddifferencesinstudents’
experiences(e.g.,enjoyment,engagement,challenge,etc.).WhenplayingtheTilesgamecompared
totheTanksgame,themajorityofteacherpost-surveyrespondents(60%)indicatednodifference
instudentexperiencesbetweenthetwogames.20%ofteacherrespondentsindicatedthatthey
thoughtstudentsenjoyedorhadlesstechnicaldifficultieswiththeTanksgame.Oneteacherfelt,
"[Students]usedmorestrategywhenusingtheTilesgame.TheTanksgameallowedformoretrial
anderrorandwasdifficulttomaketheconnectiontothe[mathematical]values".13%ofteachers
hadnoresponseregardingdifferencesbetweenstudents'experienceswiththeTilesandTanks
games.
StudentandTeacherPerceptionsoftheTilesGame
StudentsoverallenjoyedtheTilesgame.Fromthediscussionsinthestudentfocusgroups,students
didagreethatthetilesgamewasdifficult,“Itgetssuperhard.Ithoughtitwaskindofhard,kindof
difficult.Itwashardtounderstandhowtoputthetilesright”buttheyalsofeltthattheTilesgame
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wasanenjoyablechallenge.“Ilikedallofit.”“Itgetshardandyoulikestrugglewithit…thatwasa
goodthing.”Therewasacommonthemethatthesegamespresentedachallengingmathexperience
forstudents.
TeachershadfeedbackontheTilesgame,butoverallthoughtitwasuseful.Inateacherinterview
oneparticipantremarked,"Theycouldunderstanditmore.Theycouldvisuallyseethebarmoveor
increaseonthescreen."Thisteacherappreciatedthevisualaspectsofthegameandfoundthis
featuretobeanintegralmechanismforstudentunderstanding.Incontrast,adifferentteacher
proposedthatsomestudentsmayneedmorescaffoldingwhensolvingtheTilesgames.Thisteacher
respondedsaying:
"Tilesdidn’tgiveyouanyinformationonhowtodoit;notintuitivetousetiles;some
studentstooklongertounderstandhowtoplayandothersfigureditoutrightaway.Just
likemathconcepts,somelookedattheinstructions;otherswerenotabletoaccessthe
instructions.[Itwasa]mixedbag.Somethoughtitwaseasyandsomethoughtitwashard;
[Itwasthatwaywith]everystudent.Somethoughtitwashard,somethoughtitwaseasy."
Likelearningmathconcepts,studentswerelearninghowtoapplymathematicstothissuiteof
puzzleswhilelearninghowthepuzzlesthemselvesoperate.Thisteachertoucheduponthe
complexityofmeetingstudentsattheir"zoneofproximaldevelopment"andhowtheTilespuzzle
maybetoodifficultinitiallytomeetallstudent'sneeds.
StudentandTeacherPerceptionsoftheGearsGame
Bymajority,observedstudentswerethemostengagedandexpressedthemostenjoymentwhen
playingtheGearspuzzle.Duringaclassroomobservation,studentswerenotablyexcitedtospeak
aboutthedifferentcharacters(Wuzzits)thatwereintheGearspuzzle.Thefeatureofhavingmore
ofanobjective(solvingthepuzzletofreetheWuzzit)wassomethingthatgotthestudents’
attention.
Furthermore,studentsspoketothefactthatwithinthispuzzletheywereabletosolvethepuzzles
indifferentways.Onestudentexpressedthattheylikehavingnumerouswaystosolveananswer
because,"…thatishowwearelearningandwehavetolearndifferentwaysofmath,ofhowtodoit.
Causethere’sdifferentwaystogetdifferentanswers,well,thesameanswer."TheGearspuzzle
allowedstudentstocreativelynavigatethroughthelevelswhichwasseenasapositiveexperience
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formanystudents.Thisstudentwasadditionallyabletomaketheconnectionafterplayingthe
Gearspuzzlesthattheyarelearningdifferentwaystodothesamemathwhentheycansolvethe
puzzleindifferentways.
TeachersagreedthatthestudentsenjoyedtheGearspuzzleanditwasperceivedtobeabeneficial
andenjoyablesuiteofpuzzlesfortheirstudents.Oneteacherremarkedthat,"Iwouldlovetosee
theGearspuzzlebecomearegularappthatstudentscoulduseandaccess."Thisteacher,likemany
others,thoughtthattheGearspuzzlewouldincorporatewellintotheirclassroomsasaregular
feature.Anotherteacherspokemoretothispointandfoundthatitwasappropriatefortheirclass.
Theyreflectedthat,"UsingGearswasfunandagoodlevelofproblemsolvingfor5thgraders."
StudentandTeacherPerceptionsoftheTanksGames
SimilartothestudentimpressionsoftheTilesgame,theTanksgamealsohadmostlypositive
reviewsfromstudents.StudentsenjoyedthechallengingaspectoftheTanksgameandremarked
thatthey,"PrefertheTanksgamebecausetheTanksgameisjustchallenging.Liketheysaid,it’s
morechallengingandtheTilesoneisjustalittletooeasy."
CollectivelystudentslikedtheaestheticsoftheTanksgameandthatthevisualsmadeitafun
experience.Onestudentgrouprespondedexcitedly,"OHthosearefun!Ilovethesparks,the
bubbles,andthefillbutton.Ilikethebackground!"Overall,thebackgroundandanimationofthe
Tankspuzzlesmadeitanentertainingplatformtosolvemathpuzzles.
TeachersevidencedamixofperceptionsoftheTanksgames.Someteachersexpressedthatitwas
toodifficultfortheirstudentsandthatitwastheirleastfavoriteofthepuzzleswhileotherteachers
reflectedthatitpresentedapositivechallenge.Oneteacherreflecteduponthebenefitstheyfelt
theirstudentsgaineduponinteractingwiththesepuzzles;"Tanksfeltlikemathandtheythoughtit
wasgood.[It]madethemfeelbetteraboutmathandtheirabilitytodomath.[They]feelmore
confidentaboutmathandnotasnegativeaboutmath."Thisquoteinawayreflectsthe
characteristicdesignfeatureinallofBrainQuakepuzzles–aninterfacethatallowsyoutoengagein
mathproblemsinachallengingbutsafeway(i.e.,withoutriskofnegativemotivational
consequencesoffailure).
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RQ 2: Does the BrainQuake suite show promise for improving students’ mathematics achievement and students’ attitudes toward mathematics? Throughout this section,we report statistical analyses of content assessment data. 603 students
respondedtothepre-testassessmentand531studentscompletedthepost-testassessment.Ofthe
post-assessment respondents, 28 students had a corresponding pre-assessment, leaving 503
studentsthatcompletedbothapre-andpost-assessmentforcomparisonanalysis.
Weexamineoverallgainsfrompre-testtopost-
test,firstwithallstudentsthatcompletedapre-
and post-test, and thenwith low SES students.
There were 243 students represented in the
control group, and 260 students in the
treatment group. As displayed in Table 9
below, there are statistically significant
differences, at a 0.05 significance level, in pre-
test topost-testscores forboththecontroland
treatmentgroups. Resultsshowthatpost-tests
increaseforthecontrolgroup,aswellasforthe
treatment group after exposure to the
treatment.
Table 9. Quantitative Pre-test and Post-testScores (Means, Standard Deviations and Cohen's d Effect Size of the Difference) for bothconditiongroups
Condition N Pre-testMean,SD
Post-testMean,SD
Gain 95% CI forMeanDiff.
t-Statistic p-Value Effectsize
Control 243 5.13,2.72 5.57,2.98 0.44 -0.81,-
0.07 -2.37 0.02 0.15
Treatment 260 4.97,2.68 5.34,2.86 0.37 -0.70,-
0.04 -2.23 0.03 0.14
What do these statistics mean? Twoimportantstatisticsarep-valuesandeffectsizes.
P-valuesgiveinformationabouttheprecisionofthestatisticalanalyses.Lowerp-valuesarerepresentativeofhigherprecision,andwouldindicateahigherlikelihoodthatthedifferencesarestatisticallydifferentfromzero,iftherewastrulynodifference.Thestandardconventionineducationresearchistoconsiderp-valuessmallerthan.05tobestatisticallydifferentfromzero.
Effectsizes(reportedasCohen'sd)representthemagnitudeofthestatisticaleffects.Effectsizesrepresentthechangefrompre-topost-test,inunitsofstandarddeviations.Effectsizesbelow.25areconsideredsmall,butcouldbestilleducationallymeaningful.Thoseabove.25areconsideredsubstantiveforeducation(e.g.,WhatWorksClearinghouse,2017).
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BaselineEquivalence
Prior to conducting the impact analysis,we examined the equivalence of the groupsprior to the
intervention(i.e.,referredtoas"atbaseline")todetermine if theanalyticsampleofstudentswas
similarpriortothestartofthestudy.Todothis,pre-interventionvariableswereregressedontothe
condition variable, accounting for the nested structure of the design. Table 10 reports the effect
sizes,coefficients,andp-valuesoftheseanalysesforeachpre-interventionvariable.
Table 10. Baseline equivalence statistics. Continuous variable effect sizes are reported inHedges' g whereas dichotomous variable effect sizes are reported in relation to the Coxindex.
Variable Achievement Sample Attitude Sample Effect Size Coef p Effect Size Coef p
PreTest 0.08 0.24 0.73 0.00 0.00 0.99 SB Math -0.01 -1.28 0.97 -0.05 -4.37 0.89
Female 0.24 1.49 0.07 0.05 1.08 0.76 ELL 0.07 1.12 0.86 0.08 1.15 0.84 SDS -0.64 0.35 0.22 -0.58 0.39 0.27
Effectsizescorrespondtostandarddeviationdifferencesinthetreatmentvs.thecontrolgroup
priortotheintervention.Forthemostpart,thegroupsdonotdifferstatisticallyonanybaseline
variablesacrossthesamples,andeffectsizesaremostlybelow.25andabove-.25.Theexceptionis
theSDS–therearemoreSDSstudentsinthecontrolrelativetothetreatment.Thus,weattemptto
controlforSDSbyincludingitasacovariateintheimpactanalyses,reportedbelow.
ImpactonAchievement
TheoutputfromthemodelsofstudentachievementarepresentedinTable11.Themodelsattempt
toaddressthequestion:Afterattemptingtocontrolforstudentpre-testscores(andinsomecases,
otherbaselinevariables),whatistheimpactoftheBrainQuakesuiteonstudents’mathematics
knowledge?Putanotherway,weareinterestedinwhatacontrolstudents’mathematics
achievementwouldbeifhis/herinstructor,inanalternativeuniverse,wereassignedtothe
treatmentgroup.Becausestudentscannotparticipatetobothconditionssimultaneously,our
randomizedtrialisaproxyforthiscounterfactualscenario.
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Table11.Achievementmodelingoutput.
Variables Condition Model Covariate Model Moderator Model Coef SE p Coef SE p Coef SE p
Intercept 5.94 0.35 0.00 6.42 0.59 0.00 6.06 0.83 0.00 Condition 0.24 0.40 0.56 0.03 0.49 0.95 0.49 1.04 0.64
PreTest 0.48 0.04 0.00 0.29 0.05 0.00 0.16 0.09 0.07 Female -0.05 0.28 0.85 -0.63 0.44 0.15
sds 0.22 0.38 0.56 0.54 0.63 0.39 ELL -0.12 0.36 0.74 0.01 0.56 0.98
SB.Math 0.02 0.00 0.00 0.02 0.00 0.00 Grade 1.83 0.41 0.00 1.03 0.50 0.06 1.52 0.86 0.10
Condition* PreTest
0.20 0.11 0.07
Condition* Female
0.86 0.57 0.13
Condition* sds
-0.50 0.79 0.53
Condition* ELL
-0.21 0.74 0.78
Condition* SB.Math
-0.01 0.00 0.13
Condition*Grade
-0.75 1.09 0.50
Condition Effect Size (hedges g)
0.07 0.01 0.15
ThecentralvariableofinterestinthemodelsistheConditionvariable.Forthisvariable,positive
coefficientsindicatehigherpost-testscoresfortreatmentstudents.Theconditioncoefficientcanbe
interpretedastheaveragedifferenceinpost-testachievementscoresinthetreatmentrelativeto
thecontrolcondition,giventhatthegroupswereequivalentpriortotheintervention.
Inallmodels,theestimateofintheconditionvariableispositive–indicatinggreaterpost-test
achievementinthetreatmentrelativetothecontrolgroup–butnotatastatisticallysignificantrate
andatsmalleffectsizes.Forexample,intheConditionalModel,theeffectispositiveevenwhen
controllingforpre-testandgrade.24questionimprovementinthepost-score(however,the
treatmenteffectisnot"statisticallysignificant"i.e.,ap-valueof<.05).Theeffectsizeissmallat.07.
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Thethirdmodelexploresmoderationeffects–thatis,aretheBrainQuakepuzzlesmoreimpactful
fordifferentsubgroupsofstudents?Thisquestionwasexploredbyincludinginteractionsinthe
modelsbetweenthetreatmentvariableandthebaselinevariableofinterest.Thevariablethat
producedamarginalmoderationeffectwasstudents'pre-testscore.Thecoefficientforthismodel
suggeststhatthetreatmentwasmorebeneficialforstudents'performinghigheronthepre-test
assessment(i.e.,forevery1pointimprovementonthepre-testscore,thereisa0.20-point
advantage,onaverage,forthetreatmentrelativetothecontrolgrouponthepost-test).
Analysisofthequalitativedatashowstudentswereabletoaccessmathinawaydifferentfrom
theirregularinstruction,"BrainQuakewasafunbreakfromdirectinstruction.Itallowedmy
studentstolearnmathconceptswithoutfearofgradedmaterialornegativefeedbackfroma
teacher".TeachersappreciatedhowBrainQuakeallowedstudentstoengagewithmathwithout
evenrealizingit.
Duetothetimingofthestudynotbeingalignedtotheproportionalityandratiosectionofthemath
curriculum,5thgradeteachershaddifficultyreportingthemathskillsstudentslearnedfromusing
BrainQuake.WhenaskeddidthestudentslearnmathfromusingBrainQuake,one5thgrade
teacherresponded,"Ihopeso.[We]willgaugelaterwhentheygettothoseconceptsinthemath
curriculum.I’llseeifthisclassisabletopickupthoseconceptsfasterthanotherclasses".
Incontrast,the6thgradeteachersreportedseveralmathrelatedbenefitsofthegamesonstudents'
mathematicalunderstandingofproportionsandfractionsandeaseandspeedofcompletingmath
problems.Belowisasampleofteacherresponsesaboutstudentlearning:
• "Theyseemtobeunderstandingproportionsbetter."
• "Ibelievetheyaregettingabetterunderstandingofhowfractionswork.Thevarietyof
questionsisaplus."
• "Ithelpedreinforcesomeoftheconceptswearelearninginclass.
• "Theythinksomemathiseasynow."
• "Thestudentsaregettingquickeratsolvingthepuzzles,especiallytheTanksgames.Afew
havestartedtoseeacorrelationbetweenthesizeofthemainTankandthevolumeofthe
filltubes."
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Oneteacherreportedthegame-basedlearningenvironmentofBrainQuakedidnotofferher
studentsaneffectivelearningopportunity."Ithinktheylearnedverylittle.Ifeltlikeitwasmoreof
agame.Iftherewassomethingthatcouldofferhintsorfeedback,[like]helpvideosorshortmini-
lessons.Theydidn’timprovemuch.Therewasnothingthereteachingthemorshowingthemways
tosolvedifferentproblems."Thisquotemayreflecttheneedfordigitalmanipulatives,inorderto
bridgethepuzzleswithtraditionalmathematicalsymbols,whichareinevitablyhowstudentswill
beassessed.
Toimprovestudentlearning,severalteacherssuggestedtheBrainQuakesuiteofgamesbe
explicitlyalignedtoCommonCoreStateStandards,sothegamescanbereadilyincorporatedinto
theirmathcurriculum.ProvidingdirectconnectionsbetweentheBrainQuakesuiteofgamesand
themathcurriculumthroughdigitalmanipulativescanallowforbetteralignmentwithtraditional
mathassessmentsofstudentlearning.Overallteachersreportedthegreatestadvantageofutilizing
thegamesintheclassroomwasnotstudentgainsinmathematicsbuttheoverallexcitementabout
mathgeneratedbytheBrainQuakegames.
ImpactonStudentAttitudes
ToexamineimpactoftheBrainQuakepuzzlesonstudents'attitudestowardsmathematics,student
responsestotheattitudesurveywereconvertedtoanumber(with–2correspondingtoastrong
negativeresponse,2correspondingtoastrongpositiveresponse,and0representinganeutral
response).Students'responseswerethenaveragedacrossthesurvey.Thehierarchicalmodelsused
intheaboveimpactanalysisonachievementwerealsousedtoexamineimpactonattitudes–Table
12showstheresults.
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Table12.Attitudesmodelingoutput.
Variables ConditionModel CovariateModel ModeratorModel Coef SE p Coef SE p Coef SE p
Intercept 0.51 0.04 0 0.52 0.08 0 0.38 0.11 0 Condition 0.05 0.06 0.39 0.07 0.07 0.36 0.27 0.14 0.05 PreTest 0.75 0.04 0 0.71 0.05 0 0.79 0.09 0 Female -0.11 0.06 0.06 -0.01 0.09 0.88
SDS 0.01 0.07 0.87 0.14 0.11 0.21 ELL -0.01 0.07 0.91 -0.05 0.12 0.67
Condition*PreTest
-0.13 0.11 0.24
Condition*Female
-0.16 0.12 0.18
Condition*SDS
-0.2 0.14 0.17
Condition*ELL
0.07 0.15 0.64
ConditionEffectSize (hedgesg)
0.08 0.12 0.45
Asintheachievementoutcomes,theimpactoftheBrainQuakepuzzlesonattitudesareconsistently
positive,infavorofthetreatmentinallmodels,indicatingthatthemathattitudesinthetreatment
conditionaremorepositiveatpost-testthanthoseofthecontrolcondition.Theestimatesarenot
statisticallysignificant,exceptinthemoderatormodel,wheretheeffecttrendstowardsstatistical
significance.Effectsizesareoverallsmallbutpositive-thesmalleffectsaretobeexpectedgiven
theshortdurationofthestudy.Inthemoderatorcase,theeffectisofasubstantialsize.
TofurtherexploreBrainQuake’simpactonstudents’mathattitudes,webrokedowntheanalysisof
theattitudesbythesurvey’sfoursubscales.Wethenmodeledthegaininthescores,predictedby
thetreatmentvariableandpre-testscore,witharandomeffectforteacher.Theresultsofthe
subscaleanalysesarepresentedinTable13.
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Table13.Attitudesubscaleanalyses.
Subscale ControlGain
Additional Treatment
Gain
p-value
ViewsTowardsMath
-0.07 0.08 0.34
ConfidenceTowardsMath
0.03 0.11 0.28
MathSelfConcept 0.00 0.07 0.43 StrategiesTowards
Math 0.01 0.00 0.96
Onthreeofthefoursubscales,thegainforthetreatmentwashigherthanthecontrol–thiswas
particularlynoteworthyfortheconfidencetowardsmathematicssubscale–themodelsuggests
that,inthiscase,theadditionalgainforthetreatmentoverthecontrolisapproximately3.5times
thegainofthecontrol(i.e.,.11/.03=3.67)-thisisnotstatisticallysignificantbutofanoteworthy
sizetowarrantattentionandfurtherexploration.Inaddition,itisnoteworthythatfortwoother
subscales(mathself-conceptandviewstowardsmath),thegainsforthetreatmentarepositive
wherethegainforthecontroliseitherzeroornegative.
TheanalysisofsubscalessuggeststhattheimpactofBrainQuakepuzzlesonstudentattitudesis
promising,particularlyforimprovingtheirconfidencetowardsmathematics.
Becausethereappearedtobepositiveeffectsfortheattitudemeasureoverall,weexploredimpact
onattitudesbyitemtofurthercharacterizetheeffect.Ratherthanlookingatallitems,which
carrieshighriskoffalsepositivefindingsduetomultipletests,wereducedthesizeofouranalysis
byexaminingdifferentialgainsbetweenthetreatmentandcontrolgrouponthetopthreeitems
thatshowedthelargestdifferencebetweenthegroups,regardlessofwhethertheywerelargerfor
thecontrolortreatment.Thetopthreeitemswiththelargestdifferentialgainsarelisted,below.
(BelieveMathBestSubject)Ihavealwaysbelievedthatmathisoneofmybestsubjects
(StrategySearch)WhenIcannotunderstandsomethinginmathematics,Ialwayssearchfor
moreinformationtoclarifytheproblem.
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(ConfidenceSolving)Howconfidentdoyoufeelabouthavingtodothefollowing
calculation?CalculatinghowmuchcheaperaTXwouldbeaftera30percentdiscount?
Consistentwithaboveeffects,gainsonallthreeoftheseitemswerepositive,andinallcases,larger
forthetreatmentrelativetothecontrolgroup.Inotherwords,itemswiththelargestdifferencesin
relationtopre-to-postgainsexclusivelyfavoredthetreatmentcondition.Inaddition,theseitemsare
inalignmentwiththeBrainQuakelogicmodel–forinstance,bydesign,studentscanarriveat
solutionstoBrainQuakepuzzlesinavarietyofdifferentways;thus,BrainQuakegamesare
expectedtosupportstudents’strategysearch.Moreover,oneofthepuzzles(Tanks)targeted
students’proportionalreasoning,whichisthesubjectofthequestionaboutconfidence.Finally,
becauseBrainQuakesupportsstudents’confidencetowardsmathematics,itisexpectedto
positivelyincreasetheirviewstowardsmathematics.
Tocharacterizethesizeoftheobservedgainsonthesetopthreeitems,weparsedstudentsinto
havingshownapositivegainornot(zeroornegativegain),andconductedageneralized
hierarchicallinearmodelforeachquestion,withconditionasapredictorandcontrollingforthe
pre-testscore,whilealsoincludingarandomeffectforteacher.Wethenexaminedtheoddsratio
fortheconditionvariablefromthesemodels.
Table14.Oddsratioanalyses.
Top3itemswithLargestGains
TreatmentOddsRatio
p-value
BelieveMathBestSubject
1.90 0.01
StrategySearch 1.89 0.007 ConfidenceSolving
(proportion) 1.41 0.15
AscanbeseenfromtheTable14,thetreatmentwasapproximately1.5-2timesmorelikelytogain
onthesethreequestionsrelativetothecontrolgroup.Intwoofthethreecases,thedifferenceinthe
gainsarestatisticallysignificant.Inallcases,theseresultsarepracticallysignificant.
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StudentPersistence
Studentpersistencewasseenintwoways:1)accomplishingdifficultpuzzlelevels2)overcoming
technicalissueswithBrainQuakeapp.Studentpersistencewasreportedorganicallywhenstudents
patientlyworkedthroughdifficultpuzzles.Duringoneobservation,theresearchernotedastudent-
teacherinteraction,"Iwantyoutostrugglealittlebit.Ican'talwaysgiveyoutherightanswer."One
5thgradeteacherdescribedindetailhowheestablishedthenormofpersistencefromthe
beginningofthestudy.
“[Inthe]firstsession,thestudentssaidIdon’tunderstandhowtodoit.Iwouldgivehima
littlehintandfromthereon,theyworkedonitontheirown.Afterfirstsession,thestudents
wereabletopushthroughchallengingpuzzles.Theydiscovereditwasn’tashardasthey
originallythought,iftheysatandthoughtaboutitfirst.Thisisthetypicalformatofmy
class.”
Studentsdiscussedtheirdeterminationtocompletechallengingpuzzles,"Whenwedidn’tsolvethe
questionsrightaway,weweremoredeterminedtocompletethepuzzleandgetitright."
Studentpersistencewasalsoenforcedthroughclassroomimplementationrulessetbytheteachers.
Someteachersrequiredstudentstocompleteeachpuzzlewiththreestars,sostudentswereforced
toreplaypuzzles.Whenstudentswerenotaskedtoreplaylevelstothreestars,classroom
observationdatashowsstudentsselectedthenextbuttonbeforecountingthenumberofstars.
Duringthefocusgroups,thevastmajorityofstudentsreportedonlyfocusingonthediamondsand
notthenumberofstars.Onestudentmentioned,"ThethingIlikeisthatitatleastgivesyouone
star."
Thevastmajorityofstudentsreportedstrugglingtosolvepuzzlesispartofthevideogame
experience,"EvenwhenyouplayCallofDuty,yeah,it’sthewholepointofit.Becausetheywantto
challengeustoseehowsmartweare."Whenstudentswereaskediftheypreferredasingle
pathwayormultiplepathwaystosolveaproblem,analysisofthequalitativedatadidnotprovidea
clearpreference.Themajorityofstudentsfromoneclassroomreported,"Ilikewhenthereisonly
onewaytosolvetheproblem.GuessingistheonlywayIknow.Ifit’seasy,thenI’lljustdothe
work."Incontrast,anothergroupofstudentsfromadifferentclassroompreferredthespeed
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providedfrommultiplepathways,"Ilikeitbetterbecauseyoucanmoveontoalevelfaster.Ittakes
youwaylongerwhenthereisonlyonesingleway[tosolvetheproblem]."
Studentpost-surveyindicated,asshowninFigure16,thatifstudentsdidn'tgetthepuzzlecorrect
onthefirsttry,(47%,51%,and53%,respectively)feltoptimisticabouttryingtosolvethepuzzle
again.
Figure 16: Student Post-Survey Respondents Indicated That If They Didn’t Get the Puzzle Correct on the First Try, 47%- 53% Felt Optimistic About Trying to Solve the Puzzle Again
Figure17showstudentresponsestothepost-surveyquestion,"IfIdidn'tgetoneofthe
Tanks/Tiles/Gearspuzzlesrightonthefirsttry,Iwasmotivatedtothinkofnewordifferentways
togettotherightanswer".TheGearspuzzle,byaslightmargin,seemedtoprovidethemost
motivationtoencouragethestudentstotryagainortryuntilthepuzzlewasfiguredout(74%,73%
and78%,respectively).
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Figure 17: Student Post-Survey Respondents Indicated That If They Didn’t Get the Puzzle Correct on the First Try, 74%- 78% Felt Motivated to Think of New Ways to Get the Right Answer
RQ 3: What is the impact of the BrainQuake puzzle suite on teachers’ pedagogical content knowledge for teaching?
ImpactonTeachersPedagogicalContentKnowledge
TeacherswereprovidedanopportunitytocompletetheMathematicalKnowledgeforTeaching
(MKT)questionnairebothatthebeginningandendofthestudy,providingtheopportunityforusto
assesswhetherMKTchangesoverthecourseofthestudy.Onereasonwhyteachersmightincrease
intheirknowledgeforteachingmathematicsisbecauseoftheopportunitiesthatBrainQuake
puzzlesprovidesforsupportingstudents’problemsolving.Forexample,inthisandearlierwork,
wehaveobservedteacherswalkaroundtheroomandprovideassistancetostudents–teacher
assistanceofteninvolvesbackandforthdialogueaimedatsupportingthestudentthroughthe
mathematicalchallenge.Thus,thesescaffoldinginteractionsmayserveasopportunitiesfor
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teacherstobothgaininsightabouttheirstudents’understandingofmathematics,aswellasprovide
practiceatsupportingstudentsinmathematicalproblemsolving.
Thenumberofteachersthatprovidedcompletepre-andpost-datafortheMKTwaslow(Ncontrol=
7,Ntreatment=9),thus,weviewtheseanalysesasexploratory.TheimpactoftheBrainQuakepuzzles
onteacherMKTwasexaminedviasingle-levelregressionmodel,regressingpost-MKTscoreonthe
conditionassignmentvariable,controllingforpre-MKTscore,yearsofexperienceteaching,grade
taught,andtheproficiencyofusingtechnologyforteaching(calculatedfromthebackground
questionnaireatpre-study).
Themaineffectofconditioninthismodelwasnotstatisticallysignificant,butwaspositiveandofa
notablesizeforeducationalimpact–specifically,theeffectofgoingfromthecontroltothe
treatmentconditiononpost-MKTscorewas2.67(SE=2.10,p=0.23).Theeffectsizeforthiseffect
was0.40,whichisasubstantialsizeforeducationandsuggeststheinterventionholdspromisefor
supportingteachers'mathematicalknowledgeforteaching.
Conclusions and Next Steps
ThestudyshowedlargelypositivefindingsandsupporttheconclusionthatBrainQuake’spuzzle
suiteisapromisingtoolthatcanbeusedtosupportmiddle-schoolteachingandlearningin
mathematics.Teachersandstudentsusedthepuzzlesinavarietyofways,withminimaltraining,
speakingtothepuzzlesuite'sabilitytobeflexiblyadaptedbyteachersindiverse
contexts.Thepuzzleswerealsolargelyperceivedpositivelybybothteachersandstudents,evenin
spiteofsometechnicalissuesexperienced.Oneconsistentfindingacrossthepilotstudy(aswellas
priorusability/feasibilitystudies)isthatthepuzzlegamesarehighlyengagingforstudents–
studentsdisplayedextraordinarypersistenceattryingtosolvethepuzzles,evenafterindicating
thattheyhadfailedmultipletimes.Thepuzzles’abilitytoincitepersistenceeveninthefaceof
failureisakeybenefitoftheBrainQuakepuzzles,andmayhavecontributedtotheconsistently
positiveimpactsweobservedinstudents’attitudestowardsmathematics.Thepotentialfor
BrainQuakepuzzlestoincreasestudentattitudestowardsmathisnon-trivial,asitcouldpotentially
resultinsignificantdownstreambenefitsthatcouldpositivelyinfluencestudents’mathematics
learningtrajectoriesinthelong-term.
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ThoughwebelievetheseresultssupportBrainQuakes’puzzlessuitabilityforclassroomcontexts,
afterreviewingresultsfromthestudy,webelievethatafewmodificationstothepuzzlesuitewill
furtherenhanceBrainQuake’svalueandimpact.Below,weprovidesomepointsofdiscussionfor
modifyingthegamesgoingforward.Thesediscussionpointsarebasedonourunderstandingof
teachers'andstudents'feedback,aswellasourownobservations—withthegoaloffurther
improvingtheproductforclassroomuse.
Game Modifications Ø Furtherbuildoutthedigitalmanipulatives(DM)versionsforeachpuzzle.
BrainQuake'sinnovativedesignplatformallowsstudentstoengageinmathematicsina
positiveway–atthesametime,studentsareassessedbyteststhatinevitablyrequire
traditionalmathematicalnotationofformalschooling–DMsprovidethelinkbetween
these.WebelieveDMswillfurtherimprovetheproducts'impactonstudents'achievement
outcomes.
Ø Consider making Tiles and Tanks adaptive to students' game performance. Some
students reported the Tiles and Tanks were extremely difficult, whereas students in the
sameclassaskedtomakeTilesandTanksmoredifficultandaddatimedcomponenttothe
completionofthepuzzles.
Ø Teachers and students requested adding embedded hints and feedback to scaffold
the game play experience for students who are struggling to complete certain puzzles.
Because5thgradershadnotcoveredratiosandproportionalityinfallsemester,oneteacher
recommendedaddingintroductoryvideostopresentnewmathconcepts.
Ø Teachersalsoasked fora tutorialvideo to showstudentshow tonavigate the suiteof
games.
Ø Students and teachers suggested several game enhancements to improve student
engagement:
o StorylineintrotothesuiteofBrainQuakegames
o Bonuslevelforcompletingtenpuzzles
o HolidayversionsofWuzzits
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o Twoplayerversion
Ø Studentsandteachersrequestedthegamesbeusedonatabletandincorporatethe
touch feature.Teachersandstudentsspecifically reportedmanipulating thegearson the
trackpad"hurttheirhands".
Classroom Implementation Modifications Ø Teachers suggested that having an explicit reference to state standardswould help
provide bothmore context for the teachers and allow them to integrate the BrainQuake
suiteofgamesappropriatelyintotheirclassroom.
Ø Teachers were adamant that the timing of the implementation would be more
appropriate if the students had access to the game when they were learning the
associatedmaterial.BaseduponthisfeedbackitwassuggestedthattheBrainQuakesuite
wouldbemostbeneficialforstudentswhenitcanalignwiththeircurrentcurriculum.
Ø TeachersrequestedthatPDFversionsoftheBrainQuaketrainingwouldbehelpfulto
have throughout their use of the suite of games. Providing teacherswith screenshots
fromeachofthegamesandassociatedinstructionsonhowstudentscanprogressthrough
thesepuzzleswouldbebeneficialfortheimplementationofthesuiteofgames.
Ø Studentsandteachersexpressedthatthegamemayhavebeenmoreaccessibleand
easiertonavigatethroughaniPad.Manystudentsandteachersreflectedthatphysically
manipulatingthepuzzlesthroughtheiPadwouldmakeforanenjoyableexperience.
Ø It was a common theme expressed by teachers that a teacher dashboard would be a
valuableadditiontotheBrainQuakesuiteofgames.Teacherscanuse thisasa tool to
measure both gaps in the students’ knowledge as well as a means to hold students
accountablefortheamountoftimeandpuzzlestheycomplete.
Ø Teachersfurthermoreidentifiedthathavingstructuredlessonsasanintroductiontothe
different games (Gears, Tiles, Tanks)would be helpful for students as they progress
throughthesuiteofgames.
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References
Baker,R.S.,Corbett,A.T.,Koedinger,K.R.,Wagner,A.Z. (2004).Off-TaskBehavior in theCognitiveTutor Classroom: When Students "Game The System". Proceedings of ACM CHI 2004:Computer-HumanInteraction,383-390.
Davenport, J., Kao, Y. S., & Schneider, S. A. (2013). Integrating cognitive science principles toredesignamiddleschoolmathcurriculum.InProceedingsofthe35thannualconferenceofthecognitivesciencesociety.Austin,TX:CognitiveScienceSociety.
Hill, H. C., Ball, D. L., & Schilling, S. G. (2008). Unpacking pedagogical content knowledge:Conceptualizingandmeasuring teachers' topic-specificknowledgeof students. Journal forresearchinmathematicseducation,372-400.
Kiili, K., Devlin, K., Perttula, T., Tuomi, P., & Lindstedt, A. (2015). Using video games to combinelearningandassessmentinmathematicseducation.InternationalJournalofSeriousGames,2(4),37-55.
LearningMathematicsforTeaching(2007).Mathematicalknowledgeforteaching[Assessment].Retrievedfromhttp://www.umich.edu/~lmtweb/
Matlen,B.J.,Atienza,S.,&FoxCully,K.(2015).WuzzitTroubleFeasibilityReport.WestEdResearch
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Miles,M.B.,Huberman,A.M.,&Saldaña,J.(2014).Qualitativedataanalysis:Amethodssourcebook(Thirdedition.).California:SAGE.
OECD.(2005).PISA2003TechnicalReport.Retrievedfromhttps://www.oecd.org/edu/school/programmeforinternationalstudentassessmentpisa/35188570.pdf Pope,H.,&Mangram,C. (2015).Wuzzit trouble:The influenceof adigitalmathgameonstudent
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Appendix
Thisappendixcontainsthetablesreferredtointhebodyofthisreport.Table4.StudentMathematicsAchievementAssessment
ItemTheme Item#
ItemStatement
NumberSense 1 Whichofthesenumbersisbetween0.07and0.08?
3 Inwhichlistarethenumbersorderedfromgreatesttoleast?
4 Whichofthefollowingisthedecimalrepresentationof28/36andcorrectlyidentifieswhetherthedecimalisterminatingorrepeating?
SolvingforanUnknownQuantity
2 Duringgymclass,Jamijumped4.5feet.Brendajumped3.72feet.HowmuchfartherdidJamijumpthanBrenda?
5 Apainterhad25Lofpaint.Heused2.5Lofpainteveryhour.Hefinishedthejobin5.5hours.Howmuchpaintdidhehaveleft?
6 Whichofthefollowingis70%of48? 7 Davidboughtabaseballcardfor$40.Sincethen,thecardhasincreased
invalueby25%.WhatisthevalueofDavid’scardnow? 8 Liamwantstobuyabicyclethatcosts$335.00.HisparentssayLiam
mustraise20%ofthemoneyhimself.HowmuchmoneymustLiamraise?
9 Theamadethetablebelowtoshowthenumberofmiddleschoolstudentswhoattendedthelastfootballgame.Ifthisdataweredisplayedinacirclegraph,whatpercentofthegraphwouldrepresenttheeighthgraderswhoattendedthegame? Grade NumberofStudent
inAttendance6 3757 2758 350
10 If50%ofanumberis20,whatis75%ofthenumber? 11 FourstoresarehavingasaleonDVDs.Whichstoreisofferingthebest
deal? 12 Whenanewhighwayisbuilt,theaveragetimeittakesabustotravel
fromonetowntoanotherisreducedfrom25minutesto20minutes.Whatisthepercentdecreaseinthetimetakentotravelbetweenthetwotowns?
BrainQuakeGame-BasedLearningandAssessment:AFeasibilityStudy | page
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13
Thereare900studentsenrolledinAdamsMiddleSchool.Accordingtothegraphabove,howmanyofthesestudentsparticipateinsports?
14 Ofthefollowing,whichistheclosestapproximationofa15percenttiponarestaurantcheckof$24.99?
15 Kateboughtabookfor$14.95,atoyfor$5.85,andagamefor$9.70.Ifthesalestaxontheseitemsis6percentandall3itemsaretaxable,whatisthetotalamountshemustpayforthe3items,includingtax?
16 Groundbeefcosts$2.59perpound.Whatisthecostof0.93poundsofgroundbeef?
Open-EndedQuestions
17a Leeworks22.5hourseachweekandearns$9.48perhour.WhatamountofmoneydoesLeeearneachweek?Showorexplainhow yougotyouranswer.
17b Eachweek,$25.60istakenoutofLee’searningsfortaxes.WhatpercentofLee’sweeklyearningsistakenoutfortaxes?Showorexplainhowyougotyouranswer.
17c Leewantstobuyacarthatcosts$3,000.Leeplanstosaveallearningsthatremainaftertaxesaretakenout.WhatistheminimumnumberofhoursthatLeemustworkinordertosave$3,000tobuythecar?Showorexplainhowyougotyouranswer.
18a Foreachofthefollowingproblems,estimatetheproductusingbenchmarkvaluesANDdescribeyourreasoning. 2.4X0.8=?
18b 5.21X0.4=? Table5.StudentAttitudeSurvey
ItemTheme Item#
ItemStatement
PersonalIdentification
1 Name
2 Teacher'sName
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3 BrainQuakeIDViewsonMathematics
4a Ienjoyreadingaboutmathematics.
4b MakinganeffortinmathematicsisworthitbecauseitwillhelpmeintheworkIwanttodolateron.
4c Ilookforwardtomymathematicslessons. 4d IdomathematicsbecauseIenjoyit. 4e Learningmathematicsisworthwhileformebecauseitwillimprovemy
careerprospects. 4f IaminterestedinthethingsIlearninmathematics. 4g MathematicsisanimportantsubjectformebecauseIneeditforwhatI
wanttostudylateron. 4h Iwilllearnmanythingsinmathematicsthatwillhelpmegetajob.ConfidenceinMathematicsCalculations
5a Usingatrainschedule,howlongitwouldtaketogetfromCityAtoCityB.
5b CalculatinghowmuchcheaperaTVwouldbeaftera30percentdiscount.
5c Calculatinghowmanysquarefeetoftilesyouneedtocoverafloor. 5d Understandinggraphspresentedinnewspapers. 5e Solvinganequationlike3x+5=17. 5f Findingtheactualdistancebetweentwoplacesonamapwitha
1:10,000scale. 5g Solvinganequationlike2(x+3)=(x+3)(x-3) 5h Calculatingthefuelefficiency–milespergallonofgas(mpg)-ofacar.MathSelf-Concept 6a Ioftenworrythatitwillbedifficultformeinmathematicsclasses.
6b Iamjustnotgoodatmathematics. 6c IgetverytensewhenIhavetodomathematicshomework. 6d Igetgoodgradesinmathematics. 6e Igetverynervousdoingmathematicsproblems. 6f Ilearnmathematicsquickly. 6g Ihavealwaysbelievedthatmathematicsisoneofmybestsubjects. 6h Ifeelhelplesswhendoingamathematicsproblem. 6i Inmymathematicsclass,Iunderstandeventhemostdifficultwork. 6j IworrythatIwillgetpoorgradesinmathematics.StrategiesTowardsMathematics
7a WhenIstudyforamathematicstest,Itrytoworkoutwhatarethemostimportantpartstolearn.
7b WhenIamsolvingmathematicsproblems,Ioftenthinkofnewwaystogettheanswer.
7c WhenIstudymathematics,ImakemyselfchecktoseeifIremembertheworkIhavealreadydone.
7d WhenIstudymathematics,ItrytofigureoutwhichconceptsIstillhave
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notunderstoodproperly. 7e IthinkhowthemathematicsIhavelearnedcanbeusedineveryday
life. 7f IgooversomeproblemsinmathematicssooftenthatIfeelasifIcould
solvetheminmysleep. 7g WhenIstudyformathematics,ImemorizeasmuchasIcan. 7h Itrytounderstandnewconceptsinmathematicsbyrelatingthemto
thingsIalreadyknow. 7i Inordertorememberthemethodforsolvingamathematicsproblem,I
gothroughexamplesagainandagain. 7j WhenIcannotunderstandsomethinginmathematics,Ialwayssearch
formoreinformationtoclarifytheproblem. 7k WhenIamsolvingamathematicsproblem,Ioftenthinkabouthowthe
solutionmightbeappliedtootherinterestingquestions. 7l WhenIstudymathematics,IstartbyworkingoutexactlywhatIneedto
learn. 7m Tolearnmathematics,Itrytoremembereverystepinaprocedure. 7n Whenlearningmathematics,ItrytorelatetheworktothingsIhave
learnedinothersubjects.Table6.StudentBrainQuakePostSurvey
ItemTheme Item#
ItemStatement
PersonalIdentification
1 FirstName
2 LastName 3 BrainQuakeID 4 Teacher 5 School
Engagement 6 IlikedoingBrainQuakepuzzles
7 BrainQuakepuzzleswerefun 8 OtherstudentsmyagewouldlikeBrainQuakepuzzles 9 IgotboreddoingBrainQuakepuzzles 10 IfeltengagedwhenIplayedtheBrainQuakepuzzles
Usability/Feasibility
11 WhenIusedBrainQuakepuzzles,Iknewwhattodowithoutanyonetellingme.
12 IthinkmostkidswouldlearnhowtouseBrainQuakepuzzlesveryquickly.
13 PlayingBRAINQUAKEpuzzleswasconfusing. 14 TheBRAINQUAKEpuzzlesshouldprovidemorehintsordirections. 15 BrainQuakepuzzlesfitwellwithourclassroomactivities.
Improved 16 IfeellikeIlearnedaboutmathfromusingBrainQuakepuzzles.
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LearningandMotivation
17 IwoulduseBrainQuakepuzzlesagaintolearnmoreaboutmath. 18 AfterusingBrainQuakepuzzles,IfeellikeI'mbetteratproblemsolving. 19 AfterusingBRAINQUAKEpuzzles,IfeellikeI'mbetteratfractionsand
decimals. 20 TheBRAINQUAKEpuzzleshelpedmeunderstandhowmathworks. 21 TheBrainQuakepuzzlestutorials/directionswerehelpful.
OverallGamePerception
22 TheBrainQuakepuzzleswere...
IndividualPuzzle(Tanks,Tiles,
Gears)Persistence Resilience
23,28,34
WhenIdidn'tunderstandoneoftheTanks/Tiles/Gearspuzzles,IwouldkeepattemptingituntilIgotitright.
24,29,35
IfIdidn'tgetoneoftheTanks/Tiles/Gearspuzzlesrightonthefirsttry,Iwasmotivatedtothinkofnewordifferentwaystogettotherightanswer.
25,30,36
TheTanks/Tiles/GearspuzzlehastaughtmethatevenifIfailatfirst,therearechancestoimproveandlearn.
MotivationtoTryAgain
26,32,38
OntheTanks/Tiles/Gearspuzzle,ifyoudidn'tgetthepuzzlerightonthefirsttry,howmuchdidyoufeelliketryingtosolveitagain?
31,37 PlayingtheTiles/GearspuzzlehastaughtmethatevenwhenIfacechallengingmathproblems,IcankeeptryinguntilIgetitright.
Encouragement 27,33,39
Ifyoudidn'tgettheTanks/Tiles/Gearspuzzlerightonthefirsttry,howdiditmakeyoufeel?
Table7.TeacherBrainQuakePostSurvey
ItemTheme Item#
ItemStatement
PersonalIdentification
1 FirstName
2 LastName 3 School
4 District
StudentEngagement
5a MystudentsenjoyedusingBrainQuakepuzzles.
5b MystudentshadfunusingBrainQuakepuzzles.
5c MystudentswantedtoplayBrainQuakepuzzlesevenwithoutmetellingthemto.
5d MystudentsgotboredplayingBrainQuakepuzzles
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5e MystudentswereengagedwhentheyplayedtheBrainQuakepuzzlesUsability/Feasibility
6a IthoughtbystudentsfoundBrainQuakepuzzleseasytouse.
6b UsingBRAINQUAKEpuzzlesintheclassroomishelpfulformystudents.
6c UsingBRAINQUAKEpuzzlesintheclassroomwaseasytodo.
6d UsingBRAINQUAKEpuzzleswasconfusingformystudents. 6e BrainQuakepuzzlesfitwellwithourclassroomactivities.
ImprovedLearning
7a IfeelmystudentslearnedaboutmathfromusingBrainQuakepuzzles.
7b IwoulduseBrainQuakepuzzlesagaintoteachmystudentsmoreaboutmath.
7c AfterusingBrainQuakepuzzles,Ifeelmystudentsarebetteratproblemsolving.
7d AfterusingBRAINQUAKEpuzzles,Ifeelmystudentsarebetteratproportionalreasoning.
7e TheBRAINQUAKEpuzzleshelpedmeunderstandhowmathworks.
7f TheBrainQuakepuzzlestutorials/directionswerehelpfulformystudents.
OverallGamePerception
8 Forthestudentsinmyclassroom,theBrainQuakepuzzleswere...
TeacherEngagement
9 WhatdidyoulikeaboutusingtheBRAINQUAKEpuzzlesinyourclassroom?
TechnicalChallenges
10 WerethereanyobstaclesassociatedwithusingBRAINQUAKEgamesinyourclassroom?
StudentDifficulty 11 WeretheBRAINQUAKEpuzzlesattherightlevelofdifficultyforyourstudents?Whyorwhynot?
FutureClassroomUsage
12 HowwouldyouusetheBRAINQUAKEpuzzlesinyourclassroomifyouweretodothisstudyalloveragain?
13 WouldyourecommendBRAINQUAKEpuzzlestoothercolleagues?Whyorwhynot?
IndividualPuzzleComparison(Tanks,Tiles)Enjoyment Engagement Challenge
14 Didyouobservedifferencesinstudents'experience(e.g.,enjoyment,engagement,challenge,etc.)whenplayingtheTilesgamescomparedtotheTanksgames?Orwerestudents'experiencessimilarfortheTilesandTanksgames?
15 Isthereanythingelseyouwouldliketoshareaboutyourexperience?