DIGITAL LIBRARY
FISH FOR STUDY: AN EDUCATIONAL GAME TO PROVIDE MOTIVATION AND AVOID DISTRACTIONS FROM MOBILE DEVICES DURING LEARNING
University of Nottingham (UNITED KINGDOM)
About this paper:
Appears in: INTED2023 Proceedings
Publication year: 2023
Pages: 1954-1963
ISBN: 978-84-09-49026-4
ISSN: 2340-1079
doi: 10.21125/inted.2023.0553
Conference name: 17th International Technology, Education and Development Conference
Dates: 6-8 March, 2023
Location: Valencia, Spain
Abstract:
The popularity of mobile devices has led to better access to online education, helping to improve equity in education. However, mobile phones can also be a source of distraction in the learning process and consequently affect student academic performance. Distractions caused by mobile electronic devices can be caused by the external stimuli they bring. Therefore, possible distractions can be avoided by reducing these stimuli and providing a strong motivation to concentrate on learning. Educational games are a popular form of learning that is entertaining, can generate interest and can offer a wide range of functions that have the potential to provide motivation. To explore the possibility of using educational games to provide motivation while avoiding the distractions caused by electronic devices, we proposed a mobile device-based educational game. We used a co-design method to create Fish for Study, a learning game that aims to help the user to focus and motivate them to concentrate during the learning process. Requirements were gathered through interviews and observations. A cartoon-style prototype of the game was then created using Figma. The aim of the game was to allow users to set their own period of time for learning and to gain rewards upon completion of this time without distraction. The game was designed to block access to software not related to study or work, reduce external stimuli from the phone and simply display a monotonous screen to encourage the user to study. User and non-user-based evaluation were conducted to verify the effectiveness of this game in preventing distraction from electronic devices and to understand the user experience of the game. The results of the user study show that the game reduces the number and length of distractions for learners and is perceived as fun and motivates learning through a sense of achievement. The data was analysed by qualitative and quantitative methods. At the end of this study, the possibility, approach and limitation of using educational games to avoid distractions from electronic devices was discussed.
Keywords:
Educational Game, Motivation, User Study, Distraction.