effects of commercial video games on cognitive elaboration of

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Effects of commercial video games on cognitive elaboration of physical concepts Chuen-Tsai Sun, Shu-Hao Ye * , Yu-Ju Wang Department of Computer Science, National Chiao Tung University, Taiwan, ROC article info Article history: Received 24 January 2015 Received in revised form 9 May 2015 Accepted 13 May 2015 Available online 22 May 2015 Keywords: Applications in subject areas Evaluation methodologies Improving classroom teaching Media in education Teaching/learning strategies abstract The authors use physical concepts to investigate cognitive elaboration using a commercial game-based review teaching method versus a lecture-based method. Experiments involved two popular casual games: Cut the Rope (pendulum concept) and Angry Bird Space (circular motion), with concept maps and multiple-choice tests used as assessment tools. Our goal was to analyze concept reinforcement and reorganization via commercial games for a group of junior high school students. A total of 83 students (15e16 years old), were randomly assigned to an experimental group (review using commercial casual games) or a control group (lecture-based review). Our results suggest that (a) the games supported the elaboration potential of learned physical concepts as measured by concept maps, and (b) concept maps are more suitable than multiple-choice tests for estimating the effects of commercial games on cognitive elaboration. Three key design features of commercial games that can support cognitive elaboration of physical concepts are discussed. © 2015 Elsevier Ltd. All rights reserved. 1. Introduction Digital games consist of diverse and dynamically linked elements, a characteristic that supports their use for situational learningdthat is, for creating scenarios in which players create knowledge bases consisting of information and skills obtained as a game progresses, and with those bases being transferable to real-life situations (Squire, 2003; Van Eck, 2006). By simulating real-world situations and presenting ill- dened problems, digital games position player activities within meaningful contexts, and offer opportunities for trial-and-error learning (Sampson & Panoutsopoulos, 2012). Because of these characteristics, computer simulation games are thought to have the potential to help students discover additional information about basic concepts (White, 1993; White & Frederiksen, 1998). The past decade has witnessed the creation of a large number of commercial video games capable of simulating complex physical characteristics in ways that allow players to experience or observe realistic virtual examples of scientic principles (Mohanty & Cantu, 2011). World of Goo and Crayon Physics are two popular examples of games containing elements that match real-world physical characteristics and natural science laws. A large number of interesting scenarios covering a broad range of concepts can emerge from such characteristics (McDaniel & Telep, 2009). Accordingly, a growing number of researchers and educators are looking at ways to use popular commercial games as learning tools rather than develop games specically designed for instructional purposes (Clark et al., 2011), with cost- effectiveness a strong motivator for this change (Proctor & Marks, 2013; Van Eck, 2006). However, at least one researcher has warned that commercial games are not designed to teach, so topics will be limited and content may be inaccurate or incomplete(Van Eck, 2006, p.7). Teachers must therefore incorporate other materials and learning tools in conjunction with commercial games to ensure or enhance their instructional effects (Moreno-Ger, Burgos, Martínez-Ortiz, Sierra, & Fern andez-Manj on, 2008; Robertson & Howells, 2008; Yang, 2012). Masson, Bub, and Lalonde (2011) have also observed that many commercially successful games lack instructional or interpretive information that might contribute to a player's conceptual understanding of events and the subsequent transfer of knowledge to novel * Corresponding author. Department of Computer Science, National Chiao Tung University, 1001 University Road, Hsinchu, 30010, Taiwan, ROC. Tel.: þ86 886 3 571 2121x59284. E-mail address: [email protected] (S.-H. Ye). Contents lists available at ScienceDirect Computers & Education journal homepage: www.elsevier.com/locate/compedu http://dx.doi.org/10.1016/j.compedu.2015.05.002 0360-1315/© 2015 Elsevier Ltd. All rights reserved. Computers & Education 88 (2015) 169e181

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Page 1: Effects of commercial video games on cognitive elaboration of

Computers & Education 88 (2015) 169e181

Contents lists available at ScienceDirect

Computers & Education

journal homepage: www.elsevier .com/locate /compedu

Effects of commercial video games on cognitive elaboration of physicalconcepts

Chuen-Tsai Sun, Shu-Hao Ye*, Yu-Ju WangDepartment of Computer Science, National Chiao Tung University, Taiwan, ROC

a r t i c l e i n f o

Article history:Received 24 January 2015Received in revised form9 May 2015Accepted 13 May 2015Available online 22 May 2015

Keywords:Applications in subject areasEvaluation methodologiesImproving classroom teachingMedia in educationTeaching/learning strategies

* Corresponding author. Department of Computer2121x59284.

E-mail address: [email protected] (S.-H. Ye)

http://dx.doi.org/10.1016/j.compedu.2015.05.0020360-1315/© 2015 Elsevier Ltd. All rights reserved.

a b s t r a c t

The authors use physical concepts to investigate cognitive elaboration using a commercial game-basedreview teaching method versus a lecture-based method. Experiments involved two popular casualgames: Cut the Rope (pendulum concept) and Angry Bird Space (circular motion), with concept maps andmultiple-choice tests used as assessment tools. Our goal was to analyze concept reinforcement andreorganization via commercial games for a group of junior high school students. A total of 83 students(15e16 years old), were randomly assigned to an experimental group (review using commercial casualgames) or a control group (lecture-based review). Our results suggest that (a) the games supported theelaboration potential of learned physical concepts as measured by concept maps, and (b) concept mapsare more suitable than multiple-choice tests for estimating the effects of commercial games on cognitiveelaboration. Three key design features of commercial games that can support cognitive elaboration ofphysical concepts are discussed.

© 2015 Elsevier Ltd. All rights reserved.

1. Introduction

Digital games consist of diverse and dynamically linked elements, a characteristic that supports their use for situational learningdthat is,for creating scenarios inwhich players create knowledge bases consisting of information and skills obtained as a game progresses, and withthose bases being transferable to real-life situations (Squire, 2003; Van Eck, 2006). By simulating real-world situations and presenting ill-defined problems, digital games position player activities within meaningful contexts, and offer opportunities for trial-and-error learning(Sampson & Panoutsopoulos, 2012). Because of these characteristics, computer simulation games are thought to have the potential to helpstudents discover additional information about basic concepts (White, 1993; White & Frederiksen, 1998).

The past decade has witnessed the creation of a large number of commercial video games capable of simulating complex physicalcharacteristics inways that allow players to experience or observe realistic virtual examples of scientific principles (Mohanty& Cantu, 2011).World of Goo and Crayon Physics are two popular examples of games containing elements that match real-world physical characteristics andnatural science laws. A large number of interesting scenarios covering a broad range of concepts can emerge from such characteristics(McDaniel & Telep, 2009). Accordingly, a growing number of researchers and educators are looking at ways to use popular commercialgames as learning tools rather than develop games specifically designed for instructional purposes (Clark et al., 2011), with cost-effectiveness a strong motivator for this change (Proctor & Marks, 2013; Van Eck, 2006). However, at least one researcher has warnedthat “commercial games are not designed to teach, so topics will be limited and content may be inaccurate or incomplete” (Van Eck, 2006,p.7). Teachers must therefore incorporate other materials and learning tools in conjunction with commercial games to ensure or enhancetheir instructional effects (Moreno-Ger, Burgos, Martínez-Ortiz, Sierra, & Fern�andez-Manj�on, 2008; Robertson & Howells, 2008; Yang,2012). Masson, Bub, and Lalonde (2011) have also observed that many commercially successful games lack instructional or interpretiveinformation that might contribute to a player's conceptual understanding of events and the subsequent transfer of knowledge to novel

Science, National Chiao Tung University, 1001 University Road, Hsinchu, 30010, Taiwan, ROC. Tel.: þ86 886 3 571

.

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situations. Accordingly, our focus in this study is the effects of commercial games as tutorial tools on the cognitive elaboration of physicalconcepts that students have already learned, rather than teaching new concepts.

The cognitive structures underlying human reasoning are analogous to game world structures, with gameplay and game interfacessupporting player efforts to construct viable mental representations (Reese, 2007). Thus, simulation game situations can be designed toframe specified physical concepts, similar to the ways that instructors use stories as frames for organizing and integrating contentknowledge (Gudmundsdottir, 1991). Using the subject of physics as an example, most object motion involves more than one conceptdforinstance, friction and gravity for a wheel rolling down an incline. Digital game designers often incorporate various physics principles intodifferent game levels in order to increase difficulty. Concepts can be introduced or reinforced as players solve problems by trial-and-errorin pursuit of increasing their game levels. Many of today's most popular commercial games contain special elements such as ratingmechanisms or the ability to collect game props to encourage players to repeat game levels. These and other game features can be used tocreate meaningful contexts to enhance cognitive elaboration, defined as the use of pre-existing knowledge in support of new learning(Pintrich, 1999). In one study, Becker (2007) used Reigeluth and Stein (1983) elaboration theory (including the strategies of elaborativesequences, prerequisite sequences, and summaries) when working with video game components that support the anchoring of new ideasand skills.

The goal of the present study is to investigate the potential use of commercial video games to promote learner elaboration of pre-existingconceptsdspecifically, the use of commercial game situations to encourage the organization of pre-existing knowledge nodes in learnermemory for purposes of reinforcement.

2. Related work

2.1. Commercial video game pedagogy

The use of commercially available video games to create game-based learning environments and experiences is increasingly considered atenable, valuable, and popular instructional approach (Kirriemuir, 2005; Papastergiou, 2009). Commercial off-the-shelf digital game-basedlearning (COTS DGBL) is viewed as having potential benefits in terms of the accurate representation of scientific laws, historical scenarios,and medical knowledge, among other concepts (Moreno-Ger et al., 2008). Some game companies are designing and releasing plug-in toolsthat support modding and game scene recoding to allow instructors to alter game content in ways that enhance student creativity andlearning (Kafai, Heeter, Denner, & Sun, 2008). Such support increases the potential for mapping commercial game content or contexts tocurriculums while overcoming the obstacles of low game quality and high costs (Prensky, 2003; Van Eck, 2006; Whitton, 2012).

Moreno-Ger et al. (2008) are among researchers who note that even though commercial game developers rarely contemplate educa-tional uses for their products, teachers are recognizing that game content is sometimes sufficiently rich and detailed so as to haveinstructional value if managed and altered properly. Charsky and Mims (2008) give recommendations for instructors wanting to usecommercial video games in history classrooms, including the suggestion that teachers work closely with academic researchers to organizedata for implementation via video games. However, as Van Eck (2006) repeatedly stresses, topics are likely to be limited, and the potential ishigh for inaccurate or incomplete content. Many consider these to be the biggest obstacles to implementing COTS DGBL: it requires carefulanalysis and matching of content as well as the strengths and weaknesses of the game in question.

The literature is filled with case studies involving specific games and environments. Adams (1998) used SimCity 2000, a COTS game, in anintroductory undergraduate urban geography class to present information on the complexity of issues faced by urban planners. Studentsused the game to construct a functioning city with buildings, roads, power plants and different types of zones (e.g., commercial and res-idential). The game presents challenges that encourage reflection on urban processes. Despite the short implementation period, Adamsclaims that one-third of the participating students acquired greater appreciation for urban government, urban planning, and difficultiesassociated with managing urban projects.

Yang (2012) investigated the use of two commercial games, Tycoon City (economics) and SimCity Societies (global issues), to teachproblem solving skills and to enhance learning motivation in a group of Taiwanese ninth-grade civics students. Her experimental groupengaged in online competition using a digital game platform, while a control group was taught using a combination of lectures andworksheets. Study results indicate (a) improvement in solving problems tied to addressing the needs of community residents, reducingenvironmental pollution, and reducing unemployment, and (b) a significant increase in the experimental group's learning motivation.Academic achievement was similar in both groups.

2.2. Using commercial games to teach science principles

Developments in game design technologies have made it possible for many commercial games to precisely simulate complex real-worldscience principles, thereby giving learners opportunities for applying those principles to problem-solving (Mohanty & Cantu, 2011). CrayonPhysics (Purho, 2008) requires players to draw objects consisting of levers, pulleys, and other tools, and to creatively use physics conceptssuch as gravity to solve puzzles. Players use a mix of existing and new knowledge plus their imaginations to complete game tasks (Li, Ma, &Ma, 2012). El-Nasr and Smith (2006) investigated modding (i.e., the use of existing game engines to create newworlds for exploration or tomake major changes to existing games) with WarCraft III to teach computer science, mathematics, physics, and aesthetic principles to agroup of American high school students. Assigned tasks included adding a character model and animating characters so that they couldmove toward specific destinations. The authors reported that their students showed significant improvement in their understanding ofmath (3D math and simple vector geometry) and physics concepts (3D transformations and rotations) after completing these assignments.

Masson et al. (2011) used a commercial game called Enigmo, which emphasizes the observation andmanipulation of realistic trajectories,to study the effects of gameplay on learner reasoning involving object motion. They found that students who spent time using the game fortraining purposes were better at generating or making judgments about statically depicted paths of moving objects. However, they alsofound that the students did not accurately transfer their game-based procedural learning to other situations because of inadequate in-terpretations of trajectory angles.

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2.3. Multimedia learning and cognitive strategies

The present study is based on three assumptions tied to Mayer's (2002) cognitive theory of multimedia learning: (a) human informationprocessing consists of two separate channelsdan auditory/verbal channel for processing auditory input and verbal representations, and avisual/pictorial channel for processing images; (b) learners are limited in terms of the amount of information they can process simulta-neously using the two channels; and (c) learners who actively engage in information processing tend to construct coherent mental modelsso as to achieve meaningful learning (Fig. 1). In an earlier paper, Mayer (1997) observed that learners select relevant material for mentalrepresentation in working memory, organize the information into a coherent cognitive structure or working memory, and then connect thenew information with existing knowledge stored in long-term memory. This model explains how learning from video games can betransferred to cognition, and how knowledge from gameplay is organized and assimilated.

Weinstein and Mayer (1986) note the importance of certain factors for efficient information processing, including selective attention,maintaining active messages in short-term memory, and both intrinsic and external links. They list five learning strategies based on thesefactors as rehearsal, elaboration, organization, comprehension, and affective/motivational. Due to their associations with intrinsic learnercognition, these are also referred to as cognitive strategies (Gagn�e, 1985). They are applicable to simple memory tasks such as text recall, aswell as to complex tasks requiring interpretation (Weinstein & Mayer, 1986). As Bembenutty (2007) has observed, learner self-efficacy canbe promoted by learning strategies, meaning that instructors can show their students how to use various strategies to enhance learningefficiency.

Elaboration entails the application of existing knowledge to new learning scenarios so as to establish meaningful links between the two.Mastery requires the use of information from multiple sources, including course materials, discussion content, and webpage knowledge,among many others. Information processing supports the retrieval of clues during new learning (Pintrich, 1999), as well as during pre-existing concept recall and reinforcement (Gagne, Bell, Weidemann, & Yarbrough, 1980). Becker (2007) notes that learners who useelaboration strategies can benefit frommeaningful situations in support of new ideas or skill development, since they can provide importantassistance in terms of knowledge migration and retention.

Becker worked with seven video game strategy components based on Reigeluth and Stein (1983) elaboration theory for educators:

1. Elaborative sequences that move from simple to complex, and that clearly describe game situations, purposes, and operationaldemands.

2. Prerequisite sequences that provide a practice mode for users to learn simple operations and to understand game recommendations.3. Summaries in the form of “tab sheets” that show player achievement and status to help them understand how they can make further

progress.4. Knowledge synthesis at different game levels, with knowledge from one level leading to the next, thus helping players gather tips and

form strategies.5. Analogies that players can use to link elements from other games they have played, thus allowing them to infer methods or strategies

from past experiences to level up.6. Cognitive strategies or rules set by game designers that players must follow, thus supporting player motivation to discover built-in

strategies for overcoming challenges and having fun in the process.7. Learner control, an obvious requirement of all games. Good games allow players to win via multiple routes. The sense of control that

emerges is a goal of good game design.

2.4. Concept maps

Novak developed concept maps as part of his work to help learners connect new learning with old experiences to form meaningfulcontent, as well as to add clarity to the structure of an event (Novak & Gowin, 1984). Concept map-based learning emphasizes the activeattention given by learners to information processing tasks so that received messages can be organized, refined, and saved in long-termmemory for later retrieval (Gabel, 1999; Vos & Dryden, 1994). Concept maps have been applied to multiple educational settings in sup-port of logical thinking and better understanding of subject content (Price, 2008; Roth & Roychoudhury, 1994). In some studies they havebeen tested as a learning assessment tooldtheir purpose in the present study (Chang, Sung, Chang, & Lin, 2005; Hwang, Wu, & Ke, 2011).Scoring schemes vary according to learning requirements and purposes (Bousquet, 1982; Schreiber & Abegg, 1991); we used the mostcommon approach, as described in the Methods section that follows.

Fig. 1. Mayer's (2002) multimedia model.

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A growing number of researchers have experimented with concept map applications for game-based teaching, with positive resultsbeing reported in terms of learning effectiveness andmotivation. Coller and Scott (2009) used concept maps to evaluate a video game-basednumerical methods course that was part of a university's mechanical engineering curriculum, and to compare it with a standard lecture/textbook-based instructional approach. They described the purpose of the concept map as providing glimpses into how numericalknowledge is organized in learner minds. According to their results, the game-based method was particularly useful in terms of evaluatinglearner understandingdthat is, “tapping into the learner's cognitive structure” and determining the sophistication (or lack of sophistication)of that understanding (see also Hwang, Yang, & Wang, 2013; Price, 2008).

Rice, Ryan, and Samson (1998) explored the use of concept maps to assess declarative knowledge of life science concepts for a group ofseventh-grade students. Their approach was to create a table of specifications to reflect instruction, construct multiple choice test itemsbased on those specifications, and then develop a concept map scoring rubric based on the multiple choice items. They concluded that thematch between the map-scoring method and the construct to be measured is critical for measuring knowledge and comprehension leveloutcomes. Sims-Knight et al. (2004) describe the use of student-generated concept maps to assess learner understanding of how variousaspects of the design process complement each other in the context of procedural knowledge in engineering courses. They reported that themaps provided instructors with useful information about what the learners understood, and produced both general and specific informationfor ongoing improvement.

3. Methods

3.1. Research framework and questions

Our motivation is to investigate the potential use of two existing commercial video games to promote learner elaboration of physicalconcepts, using concept maps and multiple-choice tests to measure differences in learner success before and after playing the games in atutorial context. In our research framework, the sample was divided into one experimental (game-based review teaching method) and onecontrol group (lecture-based review teaching method). The two teaching methods served as independent variables. Dependent variableswere student concept map and examination scores.

We considered differences in types of player support when choosing Cut the Rope and Angry Bird Space for our experimentsdforexample, Angry Bird Space provides hints for props only, while Cut the Rope provides hints for operations, props, and leveling up.Both game designs match Becker's (2007) criteria for using an elaboration strategy with a commercial game (see Section 2.3). Theprimary focus in Cut the Rope is pendulums; in Angry Bird Space it is circular motion. We also attempted to clarify whether gameexperiences affected cognitive elaboration processes in the form of learner mastery of game rules and skills for moving to highergame levels.

We addressed four research questions:

1. As measured by student concept maps, was the efficacy of the game-based review teaching method better, worse, or the same as that ofthe lecture-based review teaching method?

2. As measured by multiple-choice tests, was the efficacy of the game-based review teaching method better, worse, or the same as that ofthe lecture-based review teaching method?

3. When using the game-based review teaching method, did prior experience playing the two games affect learner concept map scores?4. When using the game-based review teaching method, did prior experience playing the two games affect learner multiple-choice test

scores?

3.2. Sample

Our initial sample consisted of 83 ninth-grade students (44 male, 39 female) between the ages of 15 and 16 in three classes in a juniorhigh school in northern Taiwan; the gender distribution was comparable to that for all ninth graders in Taiwan in 2013 (52% male, 48%female) (Ministry of Education, 2013). The school's location and student composition make it representative of junior high schoolsthroughout the country. The normal class groupings are indicative of a random sample.

The experimentwas conductedduring a two-weekwinter semester periodwhen teachers are allowed to present supplementaryactivitiesthat are not part of the regular curriculum. During the preceding semester, all of the participants had taken a standard physics course thatincluded units on pendulums and circular motion, therefore ensuring that our experiments involved a review of previously learnedmaterial.

We adopted a quasi-experimental design to test the research questions. A total of 83 participants from three classes signed informedconsent forms at the beginning of the project. Combined, the two experimental groups had 32 male and 27 female students, while thecontrol group had 12 males and 12 females. The group numbers ensured adequate sample sizes for responding to the third and fourthresearch questions. In response to the unequal distribution, we paid extra consideration to homogeneity during our statistical analysis. Allthree groups were taught by the same instructor. To avoid John Henry and Hawthorne effects, students were not told the purpose of playingthe games prior to the experiment.

3.3. Multiple-choice tests and concept maps

We compared the ability of concept maps and multiple-choice tests to assess cognition levels (Van Boxtel, Van der Linden, & Kanselaar,2000). The multiple-choice tests were written using materials provided by the publisher of the main textbook used in the preceding se-mester's physics class. The two tests (one for the pendulum concept, the other for circular motion) contained 10 items worth 10 points eachfor a total score of 100. Each item had four answers to choose from. Scores weremeasured as the percentage of correct answers. Two sampleitems are.

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1. For the pendulum concept and the corresponding concepts of swing angle and cycle:Q: How will the swing cycle of the pendulum change if it is affected by air resistance?

(a) Increase.(b) Decrease.(c) No change.(d) Cannot be determined.2. For the circular motion concept and the corresponding concepts of gravitation and centripetal force:Q: What kind of force acts on an object when its circular motion continues?

(a) A centrifugal force that is the same as the movement direction.(b) A counterforce that is contrary to the movement direction.(c) An inertial force along a tangential direction.(d) A centripetal force perpendicular to the movement direction.

Results from Kuder-Richardson reliability (KR-20) analyses for the pendulum concept were 0.92 for the pre-test and 0.86 for the post-test. The respective scores for the circular motion pre- and posttests were 0.93 and 0.84. All four scores indicate acceptable internalconsistency.

Scores for the four concept map items were determined according to Novak and Gowin (1984) criteria (Table 1). The participatinginstructor created maps for the two physical concepts and used them to rate student maps. Having a single rater ensured a high level ofconsistency. Performance was calculated as (concept map score of learners)/(standard concept map score) � 100%. Standard scores were 58for the pendulum concept and 46 for the circular motion concept. Scores greater than 100 indicate that the student mapwas better than thatcreated by the instructor. A concept map scoring example is shown in Fig. 2 and Table 2. The map contains five relationships, threemeaningful hierarchies, one cross-link, and two examples, for a total score of 32. Using the above performance calculation with a standardscore of 58, this map received a final score of 55.2%.

3.4. Commercial video game: Cut the Rope

Created by ZeptoLab (2010), Cut the Rope was downloaded more than 400 million times internationally between 2009 and 2013 (ChrisBuffa, 2013). Versions are available for smart mobile devices, tablets, and desktop computers. All object characters in the game followNewtonian laws of physics (Shaker, Shaker, & Togelius, 2013). Players need to cut one or more ropes at precise moments so that pieces ofcandy tied at the end are released, hit stars according to amix of gravity and tension, and then fall into themouth of a frog-like figure. Playersare given access to tools such as air cushions, constraining pins, bubbles, shooting-buttons, rockets, spikes, spiders, and suction cups, amongothers. To win, they must become familiar with the physical characteristics of each tool. A game screen shot is shown as Fig. 3. The gameconsists of 4 boxes with 9 levels per box, for a total of 36 levels. In our experiment, individual game timewas limited to 30min to support ourefforts to measure progress.

We chose this game for four reasons:

1. The large number of physical properties involved, including pendulums, potential energy conversion, circular motion, reflection law,elastic potential energy, and buoyancy, among others.

2. The need for both speed and skill to cut ropes at precise times, as well as the need for patience to ensure that all of the stars are hit andcollected. These features reward concentration.

3. The game's repeatable level-based design with a smooth difficulty curve. The repetitive challenge characteristic contributes to playerinduction and physical knowledge consolidation.

4. The game's special star rating system (1e3) for evaluating player skill, which encourages players to repeat challenges at the same level.

3.5. Commercial video game: Angry Bird Space

The operating platform of this physics-based strategy game, developed by Rovio Entertainment, supports smart mobile devices, tablets,and desktop computers. It is one of the most successful games ever created for this range of platforms (Cheng, 2012). Angry Bird Space wasthe most downloaded paid app game in 2012; in 2014 the number of downloads exceeded 200 million (Long, 2014; Makuch, 2012). In theoriginal version of Angry Birds, birds are shot from slingshots to attack pigs placed around various buildings. Angry Bird Space inherited someof the features and elements of the original game, with the important exception of an interstellar space context that lacks gravity.Accordingly, in addition to horizontal projectiles and acceleration, players must consider centripetal force and reaction time when shooting

Table 1Concept map scoring rubric.

Structural element Criteria

Relationships Are concept relationships indicated by connecting lines and linking words? Are the relationships valid? Score 1 point for each meaningfuland valid proposition identified.

Hierarchies Does the map indicate one or more hierarchies? Is each subordinate concept more specific than the concept drawn above it in the contextof the material being mapped? Score 5 points for each valid hierarchy level.

Cross-links Does the map show meaningful connections between concept hierarchy segments? Score 10 points for each valid and significant cross-link,and 2 points for each valid cross-link that does not illustrate a synthesis between sets of related concepts or propositions. Extra points maybe given for unique or especially creative cross-links.

Examples Score 1 point each for specific events or objects that are valid examples of the concept.

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Fig. 2. An example of a concept map describing pendulum characteristics.

Table 2Concept map scoring example.

Structural element Score Number of instances

Relationships 1 � 5 ¼ 5 pointsHierarchies 5 � 3 ¼ 15 pointsCross-links 10 � 1 ¼ 10 pointsExamples 1 � 2 ¼ 2 pointsTotal 32 points

C.-T. Sun et al. / Computers & Education 88 (2015) 169e181174

at targets. The newest version has multiple types of angry birds, each with its own functions and features (http://www.angrybirdsnest.com/meet-the-birds-in-angry-birds-space/). A sample game screen is shown as Fig. 4. The total number of game levels is 120 (30 levels each for 4planets). Student participants were limited to 30 min and the first planet.

We also had four reasons for choosing this game for our study:

1. It has a simple interactive engagement concept that allows players to try different methods in response to repetitive challenges at thesame level. The difficulty curve is smooth and increases for each level, letting players learn new operations while connecting old andnew experiences (Xu, 2011).

2. The game also has a 1-3 player skill rating system at each level. Stars are given when certain scores are achieved. The rating systemconsiders multiple factors such as time lapse and number of birds used.

3. It has a response time management feature in which pig expiration times increase when houses collapse, adding to game playfulnessand entertainment (Xu, 2011).

4. The game has multiple physical propertiesdfor example, the above-mentioned lack of gravity in interstellar space. However, gameobjects are still affected by the gravitational pulls of nearby planets, thus forcing players to consider centripetal force and object re-action. These characteristics reflect the concepts that the study participants learned in their science classes.

Fig. 3. Cut the Rope screen shot.

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Fig. 4. Angry Bird Space screen shot.

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3.6. Procedure

Our experimental procedure consisted of three steps:

1. Planning. Lesson plans were developed by the researchers and classroom instructor. Specifically, the instructor designed the teachingand review materials, standard concept maps, game record forms, scoring criteria, and multiple choice exams. The researchersinspected the two games to ensure that they included appropriate information regarding the pendulum and circular motion physicalconcepts.

2. Experiment. Two experiments involving the two physical concepts were completed over a two-week period. A total of 180 min eachwere spent on the two topics. Approximately 1 hwas used to introduce conceptmaps. Pretests for the conceptmap andmultiple-choicetest groups required 30 min each. The students were also asked to complete questionnaires regarding their prior game experience. The24 control group students listened to a 40-min lecture that was supplemented by a textbook and several handouts. The 59 experimentalgroup students played the game in question for 30 min using a PC platform. The focus for the first week was the pendulum concept.During the Cut the Rope play sessions, students were free to repeat levels or move up to new ones. A teaching assistant was responsiblefor monitoring the process. All individual gaming sessions were recorded using screen capture software. At the end of the week,students in both groups were given 30-min concept map and multiple-choice posttests. The focus for the second week was the circularmotion concept (Angry Bird Space). All procedures and processes were identical to those just described.

3. Scoring, as described in section 3.3.

4. Results

Data for students who returned incomplete or otherwise unusable test papers or did not play the games even though they were in theexperimental group were removed from the statistical analysis. Valid data for the pendulum concept experiment were produced by 55students in the experimental group and 18 students in the control group (Table 3). The corresponding numbers for the circular motionconcept experiment were 48 and 15.

All statistical analyses were performed using SPSS 18. Our first task was to confirm consistency among all of the study participants interms of their understanding of the two physical concepts. Independent sample t-test results for pretest scores using both assessment toolsare shown in Tables 4 and 5. No significant differences and moderate effect sizes were found for the pendulum concept pretest scores(concept maps, t (58) ¼ 1.61, p ¼ .112 > 0.05, d ¼ 0.322; multiple-choice exams, t (71) ¼ 1.76, p ¼ .082 > 0.05, d ¼ 0.478). For the circularmotion concept pretests there were also no significant differences, and the effect sizes were small (concept maps, t(61) ¼ �0.52,p ¼ .604 > 0.05, d ¼ .�0.153; multiple-choice exams, t (61) ¼ 0.76, p ¼ .451 > 0.05, d ¼ 0.225).

4.1. Research questions

The first question addressed the efficacy of the game-based review teachingmethod compared to the lecture-basedmethod asmeasuredby concept map content. According to Levene's test results, there was no significant difference (p ¼ .928 > 0.05) between the variances,indicating homogeneity between the two groups (Table 6). Results from independent sample t-tests for both group scores indicate averageincreases of 0.279 points between pre- and posttests for the experimental group and 0.137 for the control groupda statistically significantdifference with a large effect size (t (71)¼ 3.151, p¼ .002 < 0.05, d¼ 0.856). Levene's test results for the circular motion concept experimentalso showed no significant difference between the variances (p ¼ .548 > 0.05), again indicating inter-group homogeneity (Table 7). Further,

Table 3Numbers of valid examples for each of the two physical concepts given by students in the experimental and control groups.

Group Physical concept

Pendulum experiment Circular motion experiment

Experimental group 55 48Control group 18 15

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Table 4Pendulum concept pretest scores as measured by concept maps and multiple-choice exams.

Group Number of students Concept maps Multiple-choice exams

Average score S.D. p value Average score S.D. p value

Experimental 55 0.020 0.048 0.112 56.73 20.372 0.082Control 18 0.006 0.024 47.22 18.087

Table 5Circular motion concept pretest scores as measured by concept maps and multiple-choice exams.

Group Number of students Concept maps Multiple-choice exams

Average score S.D. p value Average score S.D. p value

Experimental 48 0.207 0.17 0.604 51.67 17.785 0.451Control 15 0.235 0.22 48.00 10.142

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no statistical significancewas noted between pre- and posttest scores for the two groups (t (61)¼ 1.881, p¼ .065 > 0.05, d¼ 0.56). However,the large effect size (d > 0.5) suggests a considerable difference between the groups, with average score improvement being higher forstudents in the experimental group (0.061) than for those in the control group (�0.029).

The second research question was identical to the first except for the use of multiple-choice test scores. Levene's test results for thependulum concept experiment once again show no significant difference (p ¼ .275 > 0.05) between the variances, indicating inter-grouphomogeneity (Table 6). In terms of independent sample t-test results, students in the experimental group gained an average of 2.360points between pre- and posttests, while control group students lost an average of 0.560 pointsdstatistically nonsignificant with a smalleffect size (t (71) ¼ 0.656, p ¼ .514 > 0.05, d ¼ 0.18). Levene's test results for the circular motion concept experiment indicate homogeneitybetween the groups, with no statistically significant difference between the variances (p¼ .703 > 0.05) (Table 7). Independent sample t-testresults for scores between the two groups also failed to find any significant difference in terms of score improvement, with a trivial effectsize (t (61) ¼ 0.145, p ¼ .885 > 0.05, d ¼ 0.04). However, average scores were higher among students in the experimental group.

The third research question addressed whether prior game-playing experience affected learner posttest scores as measured by conceptmaps. Levene's test results once again indicate inter-group homogeneity (Cut the Rope, p¼ .985 > 0.05; Angry Bird Space, p¼ .908 > 0.05). Asshown in Tables 8 and 9, no significant differences were found in posttest concept map scores between learners with prior/no prior gamingexperience for either game (Cut the Rope, t (53) ¼ 0.536, p ¼ .594 > 0.05,d ¼ 0.15; Angry Bird Space, t (46) ¼ -0.793,p ¼ .432 > 0.05,d ¼ �0.23). In both cases effect sizes were small.

The fourth question was identical to the third except for the use of multiple-choice exam scores. Levene's test data again indicate inter-group homogeneity (Cut the Rope, p ¼ .610 > 0.05; Angry Bird Space, p ¼ .515 > 0.05). As shown in Tables 8 and 9, no statistically significantdifferences between experimental and control groups were observed for either game (Cut the Rope, t (53) ¼ �0.642, p ¼ .524 > 0.05,d ¼ �0.17; Angry Bird Space, t (46) ¼ 0.147, p ¼ .884 > 0.05, d ¼ 0.04). Effect sizes were small and trivial in both cases.

5. Discussion

According to the participants' concept maps, students who played Cut the Rope experienced greater improvement in terms of reinforcedpendulum-related concept knowledge compared to learners who reviewed the same physical concepts in a standard lecture-type classroomsetting. The same result was not noted in the concept maps created by Angry Bird Space players, although there was a sizeable difference ineffect size between the player/non-player groups. We will use the concept maps shown in Fig. 5 to explain our results.

Looking at the two maps drawn by a student in the experimental group, the posttest map was clearly better organized than the pretestmap, with more meaningful hierarchies among specific concepts, double branches for similar concepts, and closer links among relatedconcepts. Note that the posttest map contains two cross-linksda characteristic we observed in all maps drawn by the students in this group.

Table 7Data for effects of both review teaching methods for the circular motion concept.

Group Number of students Concept maps Multiple-choice exams

Average score increase S.D. p value Average score increase S.D. p value

Experimental 48 0.061 0.148 0.065 6.880 20.437 0.885Control 15 �0.029 0.202 6.000 20.284

Table 6Data for effects of both review teaching methods for the pendulum concept.

Group Number of students Concept maps Multiple-choice exams

Average score increase S.D. p value Average score increase S.D. p value

Experimental 55 0.279 0.168 0.002 2.360 15.511 0.514Control 18 0.137 0.159 �0.560 18.934

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Table 8Data for analysis of the effect of game-playing experience on posttest scores for the pendulum concept for study participants in the game-based review teachingmethod group.

Experience level Number of students Concept maps Multiple-choice exams

Average score S.D. p value Average score S.D. p value

Experienced or master 26 0.311 0.159 0.596 56.92 23.112 0.524Inexperienced 29 0.287 0.178 61.03 24.252

Table 9Data for analysis of the effect of game-playing experience on posttest scores for the circular motion for study participants in the game-based review teaching method group.

Experience level Number of students Concept maps Multiple-choice exams

Average score S.D. p value Average score S.D. p value

Experienced or master 22 0.247 0.139 0.432 59.09 24.671 0.884Inexperienced 26 0.285 0.185 58.08 22.982

C.-T. Sun et al. / Computers & Education 88 (2015) 169e181 177

One of the two cross-links shows that the student in question understood (a) connections between both potential and kinetic energy and thelaws of conservation of energy for a pendulum, and (b) that both kinds of energies are associated with Newton's first law of motion.

In terms of game elements, our results suggest three key factors tied to the effects of the two games on concept elaboration, the firstbeing the amount and type of interpretive information a game offersdthat is, “game hints.” As shown in Fig. 6, the Cut the Rope players inthis study benefited much more than the Angry Bird Space players in terms of the kinds of information they had access to. Cut the Ropeprovides hints that help players overcome obstacles, get higher scores by collecting game props, and understand the functions of props/game objects. In comparison, Angry Bird Space hints are mostly limited to game prop functions. As shown in the lower left-hand corner ofFig. 6, Cut the Rope hints help players recall and organize relationships among rope tension, gravity, and counterforces. These hints areexamples of scaffolding, which some researchers describe as a useful tool for refining strategies and making connections between gamesand the kinds of formalized knowledge required in school-based contexts (Clark et al., 2011; Fisch, 2005).

The second key factor is the 1e3 rating mechanism found in both games (Fig. 7). Screen-capture videos taken during the experimentsshow that some study participants repeated the same game level in an effort to earn three-star ratingsdan example of repetition that canhelp learners master targeted concepts. While many commercial games have similar rating mechanisms for player performance evaluation(see, for example, Age of Empires), their scoring systems tend to have much larger ranges. A mechanism limited to three stars may haveadvantages in terms of player motivation toward goal achievement. The third factor, game prop collection, is similar to the second factor interms of encouraging players to repeat the same game leveldin the case of Cut the Rope, the motivation is to collect the three stars (Fig. 8).This represents another possible strategy for motivating players to repeatedly practice target concepts.

The lack of statistically significant differences between the two groups in terms of improved scores on themultiple-choice exam suggeststhat concept maps are more appropriate than multiple-choice exams for evaluating cognition levels. As Yang (2012) notes, multiple-choicetests simply require students to recall or recognize information andmeaning (see also Chu, Lee,& Tsai, 2011). She is one of many researcherssuggesting that learning outcome assessment tools should encourage students to organize principles, develop newmodels, or consider theeffectiveness of conceptsdthe main strengths of DGBL. Our results confirm previous descriptions of concept maps as suitable assessmenttools that allow for graphic depictions of relationships among related learning concepts, thereby supporting efforts by learners to classifyand organize knowledge.

Our finding that learner game-playing experience did not affect the efficacy of the game-based review teaching method suggests thatinstructors have greater leeway in terms of choosing commercial games in support of classroom instruction. Companies are making majorinvestments in casual app gamesdboth entertainment and educationaldfor use with smart mobile devices, and most of them feature

Fig. 5. Two concept maps drawn by the same student in the pendulum experiment group. Left, pretest; right, posttest.

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Fig. 6. Examples of interpretive information for Angry Bird Space (top) and Cut the Rope (bottom).

Fig. 7. The 1e3 rating mechanisms in Cut the Rope (left) and Angry Bird Space (right).

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simple, repetitive level-based designs. This enhances their potential for use by instructors who are concerned with “ease of use” and“usefulness” in games they are considering for instructional purposes (Proctor & Marks, 2013).

6. Conclusion

While commercial simulation games are capable of presenting realistic physical phenomena (e.g., the parabolic shapes of object tra-jectories), they offer little in the way of significant conceptual advancement due to their lack of adequate instructional information (Massonet al., 2011). Inadequate interpretations of perceptual events jeopardize the transfer of perceptual experience to new situations. It is

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Fig. 8. Game prop collection example in Cut the Rope.

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therefore necessary to incorporate tutorials or supplemental tools into games to explain basic principlesdin the case of this study, theprinciples of physical mechanics (Masson et al., 2011; Rodrigues & Carvalho, 2013). Thus, our goal was to clarify whether two widelyavailable commercial games can help learners to elaborate their knowledge of physics concepts after studying basic conceptual knowledgeunder regular classroom conditions.

Anderson (1982) is one of many educational psychologists who have noted that during the learning process, skill and knowledgeacquisition are initially dependent on declarative knowledge,1 followed by a practice-dependent transformation into procedural knowl-edge2 that becomes increasingly automated. This transformation is a key factor in effective learning (Gros, 2007). Automation means thatintermediate steps are performed without interpretation, with inputs and outputs not requiring access to short-term memory (Ericsson &Simon, 1980).

For subjects that are rich in procedural concepts (especially the sciences), instructors frequently use graphics and specific examples toexplain concepts for consolidation and elaboration. However, such methods are considered inefficient for transforming declarativeknowledge into procedural knowledge. Cognitive skill acquisition is a “learning by doing” process that translates declarative knowledge intoprocedural knowledge (Wang & Chen, 2010), leading some researchers and instructors to experiment with educational video games insupport of such transformations (Kebritchi, 2008; Wang & Chen, 2010). Digital games can foster procedural knowledge by providing in-formation about task performance and simulating how tasks should be done (Dickey, 2007).

In their study of designing an educational game aimed at teaching programming, Wang and Chen (2010) noted at least three key factorsfor consolidating and elaborating programming concepts: trial-and-error, progressive challenges, and feedback based on learner actions.Our study verifies that some commercial games possess these characteristics, all of which contribute to cognitive elaboration. In addition toproviding players with procedural knowledge by simulating complex realistic physical phenomena, some commercial games containfeatures that motivate players to repeat game levelsda potential strategy for reviewing and strengthening targeted learning concepts.

There are three other potential advantages to using commercial games as review tools, the first being entertainment value, which canhelp build motivation to continue playing the games after school, perhaps contributing to further concept elaboration.

According to Csikszentmihalyi's (1997) flow theory, flow occurs when players are engaged in a physical, mental, or combined activity at alevel of immersion that causes them to lose track of time and sense of the outside worldda state that usually occurs when they are per-forming at an optimum level. Player flow can be disrupted if a game overemphasizes instructional content or incompatible additive material(Van Eck, 2006; Wang & Chen, 2010). In comparison to educational games, commercial games are more likely to provide endogenous

1 Declarative knowledge consists of facts, data, concepts, and principles.2 Procedural knowledge consists of knowledge of how to perform a task, action, or process.

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fantasy elementsdone of four main factors that make games intrinsically motivating and that encourage flow (Malone & Lepper, 1987). Wedid not follow up to determine whether the participating students continued to play the same games after our experiment. If they did, webelieve that play would support further cognitive elaboration.

A second advantage is cost. It is worth nothing that the versions of the two games used in this research were free-to-play, meaning thatplayers would only need to pay if they wanted to achieve higher game levels or obtain additional game props. This overcomes the obstacle,noted by Whitton (2012), that commercial games and site licenses can be expensivedespecially if hardware purchases are required. Theeconomics of app development andmarketing is encouragingmany game companies to create high-quality casual and/ormobile games thatcan be played for free on various platforms (Wilcox, 2014)dan obvious advantage to educators dealing with limited budgets.

The third advantage is physics enginesdsoftware frameworks or APIs capable of calculating various physical effects (e.g., rotation,gravity, ropes) and exporting the results to animation software or game engines to render motion. This process creates opportunities for theelaboration of various physical concepts. One example of a physics engine is found in Angry Bird SpacedBox2D, an open-source two-dimensional physics simulator engine. Box2D is capable of creating constrained rigid body simulations of convex polygons, circles, and edgeshapes, with jointed bodies acted upon by various forces (Shankar, 2012). Another example is PhysX, a physics engine used to model thephysical andmechanical behaviors of rigid 3D objects (Bhandwaldar, Ghule, Gandhi,& Bansode, 2014). The development of multiple physicsengines suggests that the future will bring many new commercial games featuring physical concepts, with some more suitable than othersfor instructional or review use.

Acknowledgments

The authors thank the blind reviewers of this paper for their insightful and constructive comments. They are grateful for helpful input onpaper organization from Jon Lindemann. They are also grateful for funding from the Ministry of Science and Technology, Taiwan, grantnumber: 102-2511-S-009 -004 eMY3, 102-2511-S-009 -007 eMY3.

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