Brain Race
An Educational Mobile Game for an Adult English Literacy Program
Nada Soudy
1
, Silvia Pessoa
2
, M. Bernardine Dias
3
, Swapnil Joshi
1
,
Haya Thowfeek
1
and Ermine Teves
4
1
Computer Science Department, Carnegie Mellon University in Qatar, Doha, Qatar
2
English Department, Carnegie Mellon University in Qatar, Doha, Qatar
3
The Robotics Institute, Carnegie Mellon University, Pittsburgh, Pennsylvania, U.S.A.
4
Computer Science Department, Carnegie Mellon University, Pittsburgh, Pennsylvania, U.S.A.
Keywords: Mobile, Game-based Learning, Motivation, Implementation.
Abstract: This paper investigates the role and impact of Brain Race (BR), a customized mobile game-based learning
tool, on the learning and teaching experiences of teachers and learners in a community adult English literacy
program in Qatar. Relying on observations, formal interviews, and surveys with teachers and learners, this
paper examines the implementation process of introducing BR in a classroom, the interaction of teachers and
learners with BR and their opinions on BR, and BR’s perceived impact on learner motivation, engagement,
and learning outcomes. Results indicate that although BR motivates learners and allows them to practice
English concepts, certain issues, such as equipment used, scheduling, and content relevance, must be
addressed in order to make the experience more efficient and valuable to both teachers and learners. The paper
argues that learners and teachers have a variety of preferences, and thus it is important that they are able to
decide for themselves how they want to include game-based learning tools, such as BR, into their classrooms.
We conclude with recommendations to improve the implementation process so that learners can benefit more
from BR and similar games.
1 INTRODUCTION
There is no doubt that technology has become an
integral part of our daily lives. Students all around the
world are constantly surrounded with information and
communication technology (ICT) tools (Huizenga,
Admiraal, Akkerman, and Dam, 2009). As will be
shown in this paper, there has been a surge in research
on the impact that different technology tools, both
hardware and software, can have in an educational
environment. More specifically, there has been an
increasing interest in investigating the use of games
in the classroom. This paper is primarily interested in
investigating the impact of Brain Race, a customized
mobile game-based tool, on the learning and teaching
experiences of teachers and learners in a community
adult English literacy program in Qatar. After
providing an overview of the literature and
background information on the project and the target
population, we discuss our methodology and our
findings. We conclude with recommendations to
facilitate the process of introducing games into the
classroom.
2 RELATED WORK
Dempsey, Lucassen, Haynes, and Casey (1996)
define games as “a set of activities involving one or
more players. It has goals, constraints, payoffs, and
consequences. A game is rule-guided and artificial in
some respects. Finally, a game involves some aspect
of competition, even if that competition is with
oneself” (p.2). The literature reviewed here discusses
the potential usefulness of a variety of games:
computer games, online games, videogames, console
games, and mobile games. The purpose of this review
is to understand the benefits and challenges that come
up when games are introduced into a classroom
environment, and the recommendations for future
work.
Several articles provide reviews of previous work
done to explore the potential of technology and games
in a learning environment (Huizenga et al., 2009;
McClarty et al., 2012; Osman and Bakar, 2012;
Papastergiou, 2009; Randel, Morris, Wetzal, and
Whitehill, 1992; Rosas et al., 2003). The literature
highlights the impact of computer, mobile, or
34
Soudy N., Pessoa S., Dias M., Joshi S., Thowfeek H. and Teves E..
Brain Race - An Educational Mobile Game for an Adult English Literacy Program.
DOI: 10.5220/0005410400340045
In Proceedings of the 7th International Conference on Computer Supported Education (CSEDU-2015), pages 34-45
ISBN: 978-989-758-108-3
Copyright
c
2015 SCITEPRESS (Science and Technology Publications, Lda.)
videogames on motivation, but not so much on
academic development or learning achievement
(Papastergiou, 2009).
Educators are interested in the relationship
between games and education, because they see that
games can be very beneficial. The most common
benefits of introducing digital games in the classroom
are that they enhance student motivation,
engagement, and cognitive skills (Huizenga et al.,
2009; Ke and Grabowski, 2007; McClarty et al.,
2012; Mifsud, Vella, and Camilleri, 2013; Rosas et
al., 2003; Tüzün, Yilmaz-Soylu, Karakuş, İnal, and
Kizilkaya, 2009; Virvou, Katsionis, and Manos,
2005; Williamson and Futurelab, 2009). In their
investigation of the impact of videogames on
economically disadvantaged students in Chile, Rosas
et al. (2003) found that because students reacted
positively to the games, teachers started introducing
the games more often in class (p.90).
In their review of the literature, McClarty et al.
(2012) also found that games are tools students can
use to constantly practice their school material. They
found that games provide “immediate feedback” (p.
8-9) to students, and “can be a tool for personalized
training” (p. 10). Teachers also noted that computer
games help improve students’ ICT skills, “higher-
order thinking skills (such as logical thinking,
planning and strategizing)” (p.2), and encourage
more interactions amongst the students, and between
teachers and their students (p. 2-3).
Other benefits include encouraging student
independence (Tüzün et al., 2009), and the ability to
play anywhere (for mobile games at least), (Kam et
al., 2008). Kam et al. (2008) and Rosas et al. (2003)
found that mobile phones and videogames
(respectively) are cheaper than other technological
tools, and hence, can benefit less-economically
privileged students. Research has also shown that
students believe games, such as videogames, can help
enhance their learning experiences (Mifsud et al.,
2013). Rosas et al. (2003) noted that videogames
assist teachers as well, as they offer a different
teaching method, provide prompt feedback on student
performances, and make class material more
interesting for students (p.74).
However, despite these benefits, there are
important factors that hinder or complicate the
implementation of games in a classroom
environment. A common factor is how teachers
perceive the role of such games on the educational
development of their students (Groff, Howells,
Cranmer, and Futurelab, 2010; Mifsud et al., 2013;
Rosas et al., 2003; Rice, 2007; Williamson and
Futurelab, 2009). Some researchers found that
teachers believe introducing games into the
classroom will encourage them to be less social
(Mifsud et al., 2013). To address this, researchers
highlight the importance of familiarizing teachers
with the potential of such games on education, and/or
training them on how to best utilize these tools in their
classrooms, and/or ensuring that schools provide
teachers the necessary technical, financial,
infrastructure, and administrative support. (Groff et
al., 2010; Mifsud et al., 2013; Rosas et al., 2003,
Tüzün, 2007).
Another common factor is the extent to which
these games relate to the curriculum taught in the
classroom, specifically the content used in the games
(Groff et al., 2010; Mifsud et al., 2013; Rice, 2007).
Researchers found that teachers and/or school
administrators resist the use of games because they do
not find that the content and/or the games are context
specific or customized enough for their students to
benefit from them (Osman and Bakar, 2012). On a
related note, teachers’ decision to introduce games
into the classroom is influenced by the extent to
which games measure and adapt to students’
individual performances, (Mifsud et al., 2013),
something that has already been proven to be highly
beneficial to students (Hwang, Sung, Hung, Huang,
and Tsai, 2012; Tseng, Chu, Hwang, and Tsai, 2008;
Wang and Liao, 2011).
However, even if teachers/school administrators
see the value of using games in the classrooms, other
factors come up that hinder them from doing so. One
common factor found in the literature is the difficulty
of fitting games into rigid class schedules (Groff et
al., 2010; Mifsud et al., 2013; Rice, 2007).
Unsurprisingly, many technical issues come up
when it comes to implementing these games in a
classroom. In addition to lack of suitable
infrastructure mentioned earlier, and technical
difficulties (Mifsud et al., 2013; Shiratuddin and
Zaibon, 2010), some schools face licensing issues that
prevent games from being played on multiple
technology tools (Williamson and Futurelab, 2009).
And finally, some factors that hinder the use of
games in the classroom come from the students
themselves. Bourgonjon, Valcke, Soetaert, and
Schellens (2010) argue that one must not
automatically assume that all students in today’s
world enjoy video games. For example, some
students find it difficult to understand how games can
help with their education (Bourgonjon et al., 2010;
Williamson and Futurelab, 2009). Other students
might not be interested in the games because they are
not appealing enough (Rice, 2007). Others find the
instructions difficult or the games difficult to play
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(Bourgonjon et al., 2010; Groff et al., 2010). Some
students do not find games appealing in general, or
are interested at the beginning but lose interest with
time (Bourgonjon et al., 2010; Groff et al., 2010).
Although the literature provides many examples
and case studies of introducing educational digital
games to the classroom, there is still a lack of
experimental and empirical research that examines
the applicability of these tools in a classroom
environment, and that examines their success on
student motivation and learning outcomes (Huizenga
et al., 2009; Mifsud et al., 2013; Williamson and
Futurelab, 2009). This paper seeks to fill this gap, by
investigating the role and impact of Brain Race (BR),
a customized mobile game-based learning tool, on the
learning and teaching experiences of students and
teachers in a community adult English literacy
program in Qatar. The paper examines the
implementation process of introducing BR in a
classroom, the interaction of teachers and learners
with BR and their opinions on BR, and BR’s
perceived impact on learner motivation, engagement,
and learning outcomes. The game was tested on South
East Asian adult migrant workers participating in an
English community literacy program in Qatar. Not
only are we contributing to the literature by studying
the impact of BR in a classroom environment, we are
specifically shedding light on the impact of BR in a
non-traditional non-formal classroom environment,
where university students teach adult learners as part
of a community program. Moreover, this paper
presents a mobile game-based tool that was
customized specifically to the learning needs and
interests of the target adult migrant worker
population.
3 BACKGROUND
3.1 Language Bridges Literacy
Program Context
Qatar is a small country in the Arabian Peninsula, and
is a member of the Gulf Cooperation Council.
According to Qatar Statistics Authority and Qatar
Information Exchange, the estimated current
population is 2.2 million, of which foreign workers
comprise more than 94% of the economically active
population. Many of these foreign workers come
from South East Asia to work mainly as construction
workers or in the service industry.
Language Bridges (LB) is a student-led club that
runs the Reach Out to Asia Adult English Literacy
(RAEL) Program, a community English literacy
program that is sponsored by Reach Out To Asia, a
key non-profit organization in Qatar. Carnegie
Mellon University in Qatar (CMUQ) faculty and staff
assist the LB student board in running the program.
LB is mainly composed of CMUQ undergraduate
students who volunteer to teach adult migrant
workers English.
The student teachers come from a variety of
countries, including Qatar, Pakistan, Egypt, India,
and Bangladesh. Most of the teachers interviewed
study Computer Science, Information Systems,
Business Administration, and Biological Sciences.
There are also Northwestern University in Qatar
(NUQ) student teacher volunteers majoring in
Journalism. Most of the teachers are not native
English speakers themselves, and a few of them speak
Urdu and Hindi, which are languages that the learners
are familiar with.
The adult learners mostly work in the CMUQ
building as janitorial staff, service attendants,
contractors, security guards, and technicians. They
are between eighteen to fifty years old, and come
from the Philippines, Nepal, and Sri Lanka. The
Filipino learners have a stronger grasp of English than
Nepali and Sri Lankan learners, and thus usually work
as service attendants. The native languages of the
learners are mostly Tagalog, Hindi, Sinhalese, and
Tamil. RAEL aims to improve learners’ English
literacy. However, the learners are at very different
literacy levels, in both their native languages and
English. As a result, a four-level English curriculum
was designed to cater to the specific literacy needs of
RAEL learners. The program runs in the Fall and
Spring semesters for eight weeks each. The class
levels are divided into Basic, False Beginner,
Intermediate, and Advanced. Some classes are held
once a week for two hours, while the rest are held
twice a week for one hour each. Class size varies from
three to eight learners, with two to three teachers per
class.
3.2 Brain Race (BR) Game
BR is a result of a research project that aims to
investigate the extent to which computing technology
can enhance English literacy skills. The project is a
joint collaboration between researchers in Carnegie
Mellon Univeristy (CMU) in the U.S. and its branch
campus CMUQ. RAEL participants were selected as
a target population because they are learners of
English. The research team conducted a needs
assessment with RAEL learners in January 2013 to
collect information on the English literacy needs of
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this population, and the computing tools that could
potentially enhance their literacy skills. Interviews
were conducted with the learners before they started
their literacy classes. Forty-four learners were
interviewed: sixteen from Sri Lanka, eleven from the
Philippines, thirteen from Nepal, and four from India.
Most participants were between twenty and thirty-
two years old. Only five females participated in the
study.
The needs assessment interviews revealed that
learners want to improve their English skills to be
able to communicate better, to seek better jobs, to
communicate at work, and to lead an easier life in
Qatar. In general, all learners want to develop and be
able to use English grammar. We found that for
beginner learners, an intuitive game with few
instructions would work best for them. For example,
they claimed to enjoy the game Snake, where the
player has to manoeuvre a snake to gobble up an
object. A popular game idea that came from the
learners was a car racing game, where the player can
control the direction and speed of the car. More
advanced English learners informed us that they
enjoy playing sports games, such as basketball and
volleyball, during their free time. Additionally, they
enjoyed more complicated games, such as Sudoku,
Text Whiz (a word game that requires you to build
words with a given set of letters and also tests you on
vocabulary). As shown in Figure 1, Snake and Car
Racing were the most popular game choices.
Figure 1: Game suggestions based on learner preferences.
Based on the needs assessment, the research team
decided to design a car driving game (see Figure 2) so
that it appeals to all learners. BR is a unique game
because it is a customized teaching and learning tool.
The game developers were CMU students who were
part of a class taught by one of the research members.
The class focuses on designing technology tools for
social development purposes. The students designed
BR, a car driving game where players must correctly
answer grammar/vocabulary multiple choice
questions in order to collect fuel for their car. The
obstacles in the game are other cars on the road that
players would have to avoid. The game has power-
ups, such as speed controls and coins, to help the
players obtain a higher score. Every time the player
drives through a fuel icon, a question pops up that
they would have to answer in order to continue
playing. Similar to an endless running game such as
Temple Run or Subway Surfer, the game continues
until the player runs out of fuel or crashes the car too
often. When the game ends, players are prompted to
insert their names to view their scores as well as the
other players’ recorded high scores.
Figure 2: Screenshots from BR game.
4 METHODOLOGY
From our needs assessment, we found that False
Beginner and Intermediate students would benefit the
most from this game. Basic learners would struggle
with the touch screen and the language of the game,
and Advanced learners would find the game to be too
simple. Following this, we scheduled 10-15 minutes
of game sessions in the curriculum of False Beginner
and Intermediate learners. Over the course of eight
weeks, we had six game sessions with the False
Beginner classes, and eight game sessions with the
Intermediate classes. We scheduled fewer game
sessions with False Beginner learners so as not to
overwhelm them.
The structure of the session included members of
the research project visiting the classes on the
scheduled day. The research team was composed of
three of the authors: a Research Associate, and two
Research Programmers, one of whom speaks Hindi
while the other understands Tamil. Access to these
languages helped us communicate with the learners.
We had enough phones for each learner to play
individually, and accessed the BR game through the
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phones’ web browsers. With the help of some student
interns, we developed questions from each level’s
curriculum. To ensure that BR’s educational content
was relevant to what the learners were reviewing in
class, which the literature highlighted was a
contributing factor to the perceived usefulness of such
games (Groff et al., 2010; Mifsud et al., 2013; Osman
and Baker, 2012; Rice, 2007), questions were either
taken directly from the curriculum, or similar
examples were developed for variety. At the
beginning of the game sessions, we helped the
learners get started with the game, provided
assistance when necessary, and then stepped back to
observe the learners playing, only interacting with
them if the learners were stuck with the game.
Afterwards, we asked the students questions about
what they thought of the game, whether or not they
liked it, and why/why not. We then collected the
phones and left for the classes to resume. Most of the
game sessions happened at the beginning of class.
However, sometimes, due to scheduling conflicts or
simultaneous classes, game sessions happened
towards the end of class.
We relied on qualitative research methods to
examine the process of introducing BR in a
classroom, the interaction of teachers and learners
with BR and their opinions on BR, and BR’s
perceived impact on learner motivation, engagement,
and learning outcomes. First, we observed the
learners and teachers during each game play session.
We occasionally asked the learners questions about
the game after they were done playing. Our
observations took place when classes were in session.
We started the observations when classes commenced
in September 2013. Second, we relied on one-on-one
interviews with twelve out of twenty-six teachers who
have interacted with BR so far. We made sure that
we interviewed teachers who had various exposures
to the games (e.g. some have only seen the game
once, while others have seen it five to seven times).
Teachers were asked to describe what they did while
their learners played, what they thought about BR, the
game session structure, the game being played on a
phone, etc. They were also asked to give their opinion
on whether we should continue including BR or other
educational games in the curriculum. Third, we asked
learners to complete simple anonymous surveys (see
Appendix) regarding their opinion on the game, what
they liked and disliked about it, and whether they felt
it helped their English. The surveys were explained in
the learners’ native languages by research team
members and student interns. Twenty four learners
responded to the survey out of almost forty learners
who played BR since September 2013. The teacher
interviews and learner surveys were completed
between October-November 2014.
The investigation revealed that although BR
motivates learners and allows them to practice
English concepts, certain issues, such as equipment
used, scheduling, and content relevance, must be
addressed in order to make the experience more
efficient and valuable to both teachers and learners.
The paper argues that learners and teachers have a
variety of preferences, and thus it is important that
they are able to decide for themselves how they want
to include game-based learning tools, such as BR,
into their classrooms. After describing our results in
more detail, we conclude with recommendations to
improve the implementation process so that learners
can benefit more from BR and similar games.
5 RESULTS
5.1 Teacher Interactions with BR
Our observations of game sessions revealed that when
teachers interacted with the learners while playing,
either to help them with the questions or with the
game, learners were more engaged and more focused
on choosing the correct answers. We found that some
teachers would say encouraging comments, such as
‘Good job!’, or would remind learners about a
particular concept in class, or would even read the
questions out loud with the learners in an effort to
help them. With these teachers, the learners seemed
much more engaged, excited, and focused on the
game.
However, a few teachers were disconnected from
the process. Some would just browse through their
phones, or they would seem completely uninterested
in the session. In these classes, it was always very
quiet and not fun for the learners. It may be that
teachers reacted this way because they did not fully
understand the purpose of the project, or they were
intimidated by our presence, or they simply did not
care. We provide recommendations later on how to
address this matter.
5.2 Teacher Opinions on BR
Teachers had mixed reactions about BR itself (see
Figure 3). Most teachers found that BR provided
learners a different learning method to practice
conjugations or to review and reinforce class material
and concepts. One teacher described the game as fun,
stating that he would be interested in playing it to
practice Spanish, a language he is learning at CMUQ.
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One teacher thought the game was useful in helping
him evaluate which learner has a good grasp of the
material and which learner needs more help.
Although most teachers thought positively of the
game, a few teachers, some of whom study Computer
Science, noted the following issues about BR: bugs,
abrupt pop-up questions, slow response rate, low
quality, and unattractive graphics.
A few teachers informed us that the learners
requested that the game be provided on their personal
phones, so that they can practice at home and during
their shifts when they have free time. One teacher felt
practicing English concepts using a game was easier
than using their books. We were only able to
accommodate the request to install BR on learners’
personal phones for four learners who owned
smartphones or devices with touchscreens, since they
are required for the game to work properly. The
learners expressed their gratitude for the research
team because they were able to enjoy the game while
practicing their lessons during their free time at work,
particularly when they had Internet access via the
public network.
Figure 3: Teacher opinions on BR game.
5.3 Teacher Feedback on
Implementation Process
5.3.1 Game Session Timing, Length, and
Frequency
As shown in Figure 4, most teachers preferred that
game sessions take place at the beginning of class,
rather than during class, so as not to disrupt their class
flow. One teacher noted that sometimes, he would
forget that a game session was scheduled for a
particular day, and hence would be surprised to see us
coming in during class. The same teacher stated that
in the future, he would like to know exactly when the
team plans to come to the classroom, how long the
game session will last, and what content we will be
including. He stated he would need this information
to provide his class with a brief outline so that they
also know what is happening. A couple of teachers
preferred that game sessions be held at the end so that
their teaching is not interrupted, and also for learners
to practice the concepts they took in class: “I think if
we have [the game session] at the end of class, as a
treat. So have them play after they’ve done the actual
work- so it’s like motivation for them. Something to
look forward to.” One teacher said it would depend
on how much material they needed to cover that
particular day.
Figure 4: Game session timing preferences.
In addition to commenting on their game session
timing preferences, two teachers noted that they want
game sessions to be more frequent, so that learners
could get the most out of the experience. However,
one teacher thought that the sessions should be less
frequent but longer than fifteen minutes. Two
additional teachers similarly thought that the game
sessions were too short and rushed. Hence, the
teachers did not have time to go over the game
instructions, or mistakes learners made in the game.
One teacher was concerned that this made the focus
more on the game rather than the questions. No
teachers found the sessions to be too long.
5.3.2 Using Smartphones
We received a variety of preferences with regards to
where to play the game (see Figure 5). Most teachers
felt smartphones/tablets were better than laptops,
mainly because they were easier to carry around. One
teacher noted that phones were more controllable
because learners could easily and quickly tap the
screen with their fingers, particularly since BR was in
portrait mode. The teacher thought an iPad screen
would be too big for a car game like BR. Other
teachers felt phones were more appropriate than other
devices because learners were more familiar with
them. One teacher specifically discussed how learners
see people play games on their phones all the time,
making the process more relatable than if they were
playing on another device. Almost all learners have
some kind of phone, even if it is not a smartphone. A
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39
teacher explained that because very few learners have
interacted with a laptop before, it would have been
difficult to train them and it would have overwhelmed
them. Teachers who preferred tablets/laptops felt that
they could monitor learners’ progress better, and that
learners would have better control of the car because
of the bigger screens.
Figure 5: Game technology preferences.
Teachers who chose projector screens felt this
would make the games more exciting as learners
could compete against each other by shouting out the
answers. They felt competition had a positive impact
on class atmosphere. Moreover, this would make the
presence of the research team unnecessary during the
session.
5.3.3 Presence of Research Team
Most teachers found that our presence in their
classroom was intrusive or made the learners feel
tense and uncomfortable (see Figure 6); perhaps
because they felt they were being tested. One teacher
felt that we “took over the whole class,” noting that
sometimes he felt that the research team was “being
kind of a boss on the teachers.”
Figure 6: Teacher opinions on presence of research team.
A significant portion (89%) of the teachers stated
that they would prefer to receive the equipment
before class to lead the game sessions themselves so
that learners are not put off by our presence, and so
that teachers can schedule game sessions whenever
they see fit based on what the learners are learning.
The literature reviewed earlier on the use of
educational games showed how the perceived
usefulness of educational games on the educational
development of students was not always apparent to
the teachers (Groff et al., 2010; Mifsud et al., 2013;
Rosas et al., 2003; Rice, 2007; Tüzün, 2007;
Williamson and Futurelab, 2009). RAEL teachers
expressed similar concerns, and thus noted that before
they lead the sessions themselves, the research
purpose would have to be explained more clearly, and
the phones would have to be collected immediately
after class so that they are not misplaced. Only 11%
of the teachers stated they would feel more
comfortable having us handle the game session
process: “The team has more authority, [which]
would make the learners feel that the game is useful
and that it is serious. If we do it, they’ll just think that
it’s a game.” Another teacher noted that all the
learners are familiar with us (the research team
members) and hence, there was no negative impact on
the class environment. The teacher noted that it was a
“good change” to have visitors in class.
5.4 Teacher Feedback on BR Game
Impact on Learner Motivation,
Engagement, and Learning
Outcomes
Figure 7: Learner reactions (teacher observations).
Almost all teachers felt that the game had a very
positive impact on the class environment. Most of
them felt that the game brought variety to the class,
and that it was a good break, not from learning, but
from the traditional modes of learning. The game also
made the class more fun, and for some of the longer
classes, teachers felt that it would have reenergized
the learners and made class more exciting.
Most teachers stated that the game got learners to
be excited, and enhanced their class engagement. As
shown in Figure 7, many teachers noticed that
learners remained excited from the moment we
arrived and throughout the session:
They were all excited, would discuss the
questions, their scores. There was more
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engagement compared to when I was teaching
something and had to call on them to answer.
They wanted to play more. Some of them wanted
other games- one of them said cricket. But they
enjoyed it.
A couple of teachers stated that their shy learners
became more talkative and engaged with their
classmates and teachers after the game sessions, “We
had one learner who was very shy and who wouldn’t
talk much in class. He would […] talk to us about the
game because it was something he knew a lot about
because he just experienced it.” Another teacher
noticed that the few learners who did not have phones
of their own were very excited about the game,
whereas the others were more interested in the
questions. One teacher recalled a time when the
learners asked her at the beginning of class if they
were going to play the game today.
However, a few teachers felt that the game session
could have been more engaging, for example, if
learners were placed in teams: “When I play a game
in class, I play it on the board. We complete it
together. But with BR, because of time, there is no
time to make pairs/teams.”
We received a variety of responses regarding the
game’s impact on the learning experiences of the
learners. Four teachers explicitly discussed positive
learning outcomes. Sometimes teachers went over the
mistakes learners made in the game after the game
session was over. Teachers found that the game
helped reinforce key concepts, such as conjugations
and verbs, because learners stopped repeating the
mistakes after playing the game. One teacher recalled
a story that demonstrates learning from the game:
Once I wrote something incorrect on the board. I
wrote a word in the present tense when I should
have written it in the past because I pronounced it
in the past tense. One of the learners corrected me
and told me he remembered this from the game.
We had played the game [during] the previous
class.
Some teachers did not find the game to be as
beneficial as they would have liked. As shown in
Figure 8, teachers found the questions to be
irrelevant, repetitive, or inappropriate for learners’
English levels, which some felt discouraged the
learners. For example, a few Intermediate teachers
noted that the game includes mainly grammar and
conjugation questions, though their curriculum
focuses more on reading passages, job-related issues,
writing resumes and cover letters: “I don’t find BR
beneficial. In the curriculum, they write
compositions, essays, but only grammar is in the
game. The curriculum is all reading. Maybe if I have
more grammar activities in the curriculum, then yes,
so they can relate.”
Figure 8: Teacher opinions on game content.
5.5 Learner Interactions with BR
We were able to obtain learner reactions to BR from
our class observations and conversations with them
immediately after playing, and from the brief survey
we gave them. From our observations of game
sessions since September 2013, we found that
learners enjoyed practicing their lessons using BR.
Some appeared to be more enthusiastic about the
game than others. However, we found that even when
learners reacted indifferently to our arrival with the
games, they almost always chose to play.
Many learners struggled with the touch screen at
first. The biggest struggle for them was figuring out
how to move the car. Some learners tapped the screen,
while others physically tilted the phone thinking that
this movement would make the car move. Eventually,
most had a good grasp of the game rules and the touch
screens. Another struggle was figuring out the
purpose of the power-ups. Some learners avoided all
power-ups thinking they were obstacles. This was
mainly the result of them not reviewing the game
instructions before playing.
When we asked learners how they wanted to play,
most learners chose to play individually. Some
teachers anticipated this was either because they
wanted to compete against each other, or they wanted
to learn alone. Teachers explained that learners
seemed motivated to do well because they were
competing against their classmates. The learners were
almost always quiet during gameplay, while they
focused on answering the questions.
5.6 Learner Opinions on BR
When we would ask learners if they would like to play
the game in the future, they would almost always say
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yes. One learner explained that the game is good
because sometimes, when he is talking to people, he
does not understand what they are saying because he
cannot clearly hear their use of past/present tense. He
found the game useful in that sense. On the surveys,
81% of learners indicated that they wish to play the
game in the future. Moreover, they all indicated that
they like playing educational games. On their
surveys, only one person described the game as bad,
while the rest described it as “good” (ten learners) or
excellent (eleven learners). Ten learners found the
questions to be excellent while twelve thought they
were good. No one found the questions to be “bad.”
When asked to describe what they liked about the
game verbally, following the game sessions, and in
the survey (see Figure 9), most of them commented
on the learning aspect of the game, noting that they
can practice their English with the questions, “I like
the most in Brain Race is when we answer. Every step
question will be harder, and will be challenging to us.
Fill the answer. That I liked.”
Figure 9: BR aspects learners liked.
Figure 10 demonstrates what learners disliked
about the game. Four learners found the game to be
too short: “The period of time is very short. That I
don't like.” One learner wrote that the game was
boring, while four others commented on some of the
games’ technical issues, such as when it crashes. One
learner indicated that he is not used to phones or
technology in general. Another learner indicated that
he/she would like control keys, which were not
available on the touch screen.
Figure 10: BR aspects learners disliked.
5.7 Learner Feedback on BR Game
Impact on Learner Motivation,
Engagement, and Learning
Outcomes, and Implementation
Process
Occasionally, learners would choose to pair up, so
that one learner is playing, while his classmate helps
him choose the right answer, and then they switch.
One learner said he was discouraged from playing
because he could not get the right answer, so he
wanted to play with someone else. Others stated they
did not want to play but just wanted to answer the
questions. In fact, we noticed that some learners
engaged differently with the games and questions
when they played with a classmate. For example,
there was a female learner who was extremely shy.
She would never ask questions about the game and
tried to figure it out alone. However, when she played
with her classmate, she seemed much more interested
in the game, and helped her classmate with the
questions. In general, game sessions that included
paired learners seemed much more exciting and
collaborative for the learners, especially since they
debated answers.
There were several signs that indicated that
learners were interested in the game and wanted to do
well. For example, sometimes we heard them read the
questions out loud; other times they smiled or nodded
their head in approval when they selected the correct
answer. Other times, they became frustrated when
they selected the wrong answer, and seemed
determined to play again to obtain a higher score.
Sometimes we heard them exchange answers and tips
in their own language. If they obtained a high score,
they smiled in satisfaction and showed off their scores
to us and their teachers. Another important sign is
that, despite the occasional technical issues that came
up during gameplay, learners were always still
interested in playing. Moreover, when we would
announce that the game session was over, they would
almost always continue playing.
However, on a few occasions, one or two learners
from a class would choose not to play, and would
continue working on their assignments. They
explained that either they do not like playing games
and prefer to answer questions only, or that they do
not know how to play, and would therefore also prefer
to answer the questions only. For example, a 50-year-
old learner explained that he has never played a game
before, and so does not know how to nor does he like
playing games. When one of the research team
members played the game in front of him, the learner
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managed to get all the questions right. This supports
the findings in the literature that caution that not all
learners are interested in games or see their
educational benefits (Bourgonjon et al., 2010; Groff
et al., 2010; Rice, 2007; Williamson and Futurelab,
2009). During a different game session, two learners
decided that they did not want to play, but were too
shy to explain why. Their teacher predicted it was
probably because they did not know how to play the
game. In another game session, all the learners in the
class (about three) said they did not want to play the
game that day, and asked us to come back the
following week. The teacher stated that we had come
in the middle of class, when the learners were
working on a reading assignment. The teacher knew
that at least one of the learners really enjoys reading,
which is why he thought the learner was not interested
in playing the game that particular day. This shows
that even if many learners are motivated by the game
and competition, others are not, and prefer to learn the
traditional way.
6 RECOMMENDATIONS
All teachers stated that they would like us to bring BR
back (or any other educational game) into their
classroom. They agreed that games, such as BR,
enhance learner engagement and motivation, and
bring excitement and variety to the class so that it is
not just focused on books and assignments: “In
Spanish, we listen to music, play games. If it’s all
writing and talking to class, it’s so bland and boring.”
Another teacher had similar reactions, and confirmed
what the reviewed literature highlighted earlier with
regards to the importance of introducing relevant
content (Groff et al., 2010; Mifsud et al., 2013;
Osman and Baker, 2012; Rice, 2007):
It makes them think about the material quickly,
they are recollecting what we’ve taught them.
Very helpful- it’s different, it opens their mind to
answering the same questions in different ways, it
helps them process things fast. It’s a fun way of
learning, and should be implemented more.
Another teacher agreed that other educational
tools should be explored further:
I think it’s a good idea. In a lot of educational
settings, we don’t realize that we can use other
sources, and that educational games can be a good
gateway to have them look for themselves at other
materials. It can encourage learners to look for
other ways to learn.
However, a couple of teachers noted that
educational games should be included but with
caution. One teacher cautioned that games can be
helpful only if learners enjoy and/or understand them.
Another teacher explained that games other than BR
can be useful to the learners:
I think they [educational games] are a good idea.
I just don’t think the same game and the same
content is useful, I just felt that they [the learners]
said yes [to playing] so you [the research team]
don’t feel bad. It’s a surprise for the first time. The
game can also be better and happening less
frequently, unless it’s a different game.
Hence, one must not assume that everyone will
enjoy and benefit from educational games. However,
there are several recommendations one can keep in
mind for the future:
Explain to the teachers and learners what the
game is about, what content it will test, and
why it is being introduced into the curriculum.
Ensure that content developed for the game is
relevant to what learners are learning.
Make game sessions longer. Sessions are too
short for learners to interact properly with the
game, and learners should be able to play the
game more regularly. Moreover, longer game
sessions will allow teachers to explain the
game properly and go over mistakes.
Allow teachers to decide whether they want the
research team to lead the game sessions, or if
they want to take the lead on it themselves. If
teachers decide to have the research team lead
the process, schedule game sessions at the
beginning or end of class. If teachers decide to
lead the process themselves, ensure that they
receive the equipment before class.
Present teachers and learners with different
equipment (smartphones, tablets, etc.), so that
they can choose how they want to play.
Ask teachers and learners how often they want
game sessions to be, particularly since some
teachers indicated that they wanted it more
regularly while others preferred it to be played
only a few times.
7 CONCLUSIONS
McClarty et al. (2012) argue that “research should
prioritize how games can best be used for learning”
(p.23). This paper examined the process of
introducing a customized mobile game in a
classroom, the interaction of teachers and learners
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with the game and their opinions on it, and the game’s
perceived impact on learner motivation, engagement,
and learning outcomes. We demonstrated the positive
and negative impacts of BR on adult learners.
Teachers and learners believe that educational games
are motivating and help learners with their English
skills when game play sessions are appropriately
implemented. Although teachers welcomed the
continuous inclusion of BR, or any other educational
game into the class, they (and their learners)
highlighted concerns regarding how the games are
introduced in the classroom. Our main conclusion is
that teacher and learner concerns should be
addressed, while ensuring that they are given a variety
of choices that best meet their needs and interests.
In the next phase of our project, we aim to
improve BR, making it a smoother and more
appealing game based on the feedback we received
from those who have interacted with it. Similar to
other games discussed in the literature (Mifsud et al.,
2013; Shiratuddin and Zaibon, 2010), there are still
technical and quality-design issues we need to
address. Moreover, we are currently investigating the
impact of BR and other mobile-based games on
different populations in Qatar and the U.S., including
postsecondary students, adult refugees, and students
with special needs. Additionally, we are exploring
different tools to allow teachers to see which
questions or academic areas their learners are
struggling with. In general, we are exploring clearer
measures to help us evaluate BR’s impact on learning
outcomes.
ACKNOWLEDGEMENTS
Many individuals supported the work presented in
this publication. This publication was made possible
by the National Priorities Research Program (NPRP)
grant # 4-439-1-071 from the Qatar National
Research Fund (a member of Qatar Foundation). The
statements made herein are solely the responsibility
of the authors. We would like to thank Yomna Sabry
for assisting with formatting the document. We would
also like to thank the students participating in the
CMU Pittsburgh class for designing the BR game. We
would also like to thank the ROTA and the LB club
for providing us with access to the learners. And
finally, we would like to express our gratitude to all
the teachers and learners who participated in the
surveys and interviews.
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APPENDIX
Brain Race Learner Survey
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