DIGITAL LIBRARY
OFF-TASK BEHAVIORS AS A PREDICTOR OF SCIENCE ACHIEVEMENT IN A GAMING ENVIRONMENT
North Carolina State University (UNITED STATES)
About this paper:
Appears in: INTED2019 Proceedings
Publication year: 2019
Page: 9576 (abstract only)
ISBN: 978-84-09-08619-1
ISSN: 2340-1079
doi: 10.21125/inted.2019.2378
Conference name: 13th International Technology, Education and Development Conference
Dates: 11-13 March, 2019
Location: Valencia, Spain
Abstract:
Considering the recent influx of Game-Based Learning Environments (GBLEs) that seek to promote learning and achievement, there is a need to understand how certain in-game features can impact domain-specific achievement. This study compared the relative predictive power of off-task in-game behaviors and traditional self-reports of task-avoidant strategies across genders.

Grade 5 students’ (N = 797) played CRYSTAL ISLAND – UNCHARTED DISCOVERY, a science-based GBLE focused on landforms, map navigation, and map modeling. The game is a 3D immersive environment in which the player attempts to complete a series of six content-rich quests and one final culminating integrative quest. Students played the game in school over the course of five weeks. In-game off-task behaviors consisted of seductive details, such as sand dollars accumulated, sand dollars traded, and treasure chest time, which did not aid in solving game quests. A measure of science achievement was given after students played CRYSTAL ISLAND – UNCHARTED DISCOVERY for five weeks. Task-avoidant strategies, measured using the Achievement Goal Questionnaire, was operationalized using a combined score of performance-avoidance orientation and the mastery-avoidance orientation.

Results from multiple regression analysis indicated that sand dollars accumulated was the strongest predictor of science achievement, adversely impacting science achievement. In addition, off-task behaviors within the GBLE were stronger predictors of science achievement for boys than self-reported task-avoidant strategies. For girls, self-reported task-avoidant strategies and some in-game off-task behaviors were predictors of science achievement. These findings imply that both self-report measures of task-avoidance and in-game-measures of off-task behaviors predict science achievement.
Keywords:
Science Achievement, off-task behaviors, game-based learning environment.