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Design-Based Research on the Use 
of Homemade PowerPoint Games 
Jason P. Siko, Ph.D. 
Grand Valley State University 
Michael K. Barbour, Ph.D. 
Wayne State University
Homemade PowerPoint Games 
 Student-generated game using MS 
PowerPoint 
 Can be self-contained within .ppt file or have 
a printable game board and pieces 
 Download at http://tinyurl.com/ugappt
Justifications for use 
 Constructionism 
 Learning by building 
 Creation of meaningful artifact 
 Microtheme narratives/WAC 
 Concise narratives focus thoughts and ideas 
 Question-writing 
 Process of writing questions, determining answer, & 
creating plausible alternatives forces students to analyze 
and synthesize content 
 With practice, students write higher-order questions
But… 
 Parker (2004) 
 Middle school grammar – showed pre/post gains, but not 
as much as control 
 Barbour et al. (2007) 
 U.S. History – NSD 
 Clesson, Adams, & Barbour (2007) 
 British Literature – NSD 
 Barbour et al. (2009) 
 Analysis of questions from Barbour et al (2007) study 
 ~94% of questions “Knowledge”-level
The Study 
 Design research 
 Three iterations (2008-09, 2010-11, 2011-12) 
 Environmental Chemistry course (ACS 
ChemCom curriculum) 
 Elective science to meet state requirements 
 Trimester system
Research Questions 
 Do students reviewing for a chemistry test by 
generating homemade PowerPoint games 
perform better on multiple-choice tests than 
students who use a traditional worksheet 
review guide? 
 Do students who have used this technique 
more than once perform better than those who 
have never constructed homemade 
PowerPoint games or have only constructed 
games once?
Round 1 – Unit Review 
 First Unit Test: t(161) = 1.14; p =.26 
 Second Unit Test: t(136) = .016; p =.99 
Siko, Barbour, & Toker (2011)
Round 1 – Unit Review 
 Comparison of groups on Second Test 
 F(2, 135) = 0.113; p = .89 
Siko, Barbour, & Toker (2011)
Question Analysis – Round 1 
 First Unit Test 
85.8% inter-rater reliability 
Siko (accepted – 2012)
Question Analysis – Round 1 
 Second Unit Test 
96.4% inter-rater reliability 
Siko (accepted – 2012)
Question Analysis – Round 1 
 Percentage of total questions for a game 
rated as “Knowledge” level 
 t(28) = 1.60; p = .12 
Siko (accepted – 2012)
Round 2 – Unstructured Unit Project 
 Alterations to protocol – first unit test 
 No longer a review; throughout unit 
 More time to work; increased completion 
 Siko et al. (2011) 
 Fewer days in the computer lab 
 Fatigue and distractions 
 Siko et al. (2011); Kafai & Ching (2001) 
Siko & Barbour (under review)
Round 2 – Structured Unit Project 
 Alterations to protocol – second unit test 
 More structure 
 Due dates for drafts 
 Minimum number of higher-order questions (~10/5/5) 
 Kirschner, Sweller, & Clark (2006); Mayer (2004) 
 Drafts and Revisions 
 More time to complete, revise, provide feedback 
 Lotherington & Ronda (2010) 
Siko & Barbour (under review)
Round 2 – Results 
 First Unit Test: t(137) = 2.306; p = .023 
 Second Unit Test: t(142) = 2.936, p = .004 
Siko & Barbour (under review)
Round 2 – Results 
 Comparison of groups on Second Test 
 F(2,143) = 4.29, p = .016 
Siko & Barbour (under review)
Round 3 – Linking Narrative to Content 
 Exogenous vs. Endogenous Narrative 
 “Save the princess” / Drill-and-practice 
 Authentic science practices 
 More instruction on question writing and tying 
questions to narrative 
 Testing individual justifications (narratives, 
question writing) 
Siko & Barbour (under review)
Round 3 – Results
Round 3 – Results 
 Microthemes: t(103) = 0.93 ; p = .35 
 Question Writing: t(106) = 0.51 ; p = .61
Implications 
 Design Principles: 
 the project must last throughout the entire unit and not only 
as a review tool; 
 provide time for instruction on question writing skills; 
 allow time for revision, editing, and teacher feedback on 
narratives and questions; 
 if it can be done outside of the computer lab, do it outside 
of the computer lab; 
 create conditions where students are encouraged to 
integrate the narrative into the game as much as possible 
(i.e., avoid “save the princess” and drill-and-practice 
games); and 
 give students the objectives as early as possible.
Future Research with Game Design 
 Continue with Question Analysis 
 Different design environments (~languages) 
 Other uses (Drill, Quiz…remove game 
element) 
 More qualitative research 
 Perceptions of students 
 Perceptions of teachers 
 Level of integration between narrative and 
questions
Questions?
Contact Information 
 Jason P. Siko, Ph.D. 
 Assistant Professor of Educational Technology 
 Grand Valley State University, Grand Rapids, MI 
 sikojp@gmail.com 
 Michael K. Barbour, Ph.D. 
 Assistant Professor of Instructional 
Technology/Education, Evaluation, and Research 
 Wayne State University, Detroit, MI 
 mkbarbour@gmail.com

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AECT2012-Design-based research on the use of homemade PowerPoint games

  • 1. Design-Based Research on the Use of Homemade PowerPoint Games Jason P. Siko, Ph.D. Grand Valley State University Michael K. Barbour, Ph.D. Wayne State University
  • 2. Homemade PowerPoint Games  Student-generated game using MS PowerPoint  Can be self-contained within .ppt file or have a printable game board and pieces  Download at http://tinyurl.com/ugappt
  • 3. Justifications for use  Constructionism  Learning by building  Creation of meaningful artifact  Microtheme narratives/WAC  Concise narratives focus thoughts and ideas  Question-writing  Process of writing questions, determining answer, & creating plausible alternatives forces students to analyze and synthesize content  With practice, students write higher-order questions
  • 4. But…  Parker (2004)  Middle school grammar – showed pre/post gains, but not as much as control  Barbour et al. (2007)  U.S. History – NSD  Clesson, Adams, & Barbour (2007)  British Literature – NSD  Barbour et al. (2009)  Analysis of questions from Barbour et al (2007) study  ~94% of questions “Knowledge”-level
  • 5. The Study  Design research  Three iterations (2008-09, 2010-11, 2011-12)  Environmental Chemistry course (ACS ChemCom curriculum)  Elective science to meet state requirements  Trimester system
  • 6. Research Questions  Do students reviewing for a chemistry test by generating homemade PowerPoint games perform better on multiple-choice tests than students who use a traditional worksheet review guide?  Do students who have used this technique more than once perform better than those who have never constructed homemade PowerPoint games or have only constructed games once?
  • 7. Round 1 – Unit Review  First Unit Test: t(161) = 1.14; p =.26  Second Unit Test: t(136) = .016; p =.99 Siko, Barbour, & Toker (2011)
  • 8. Round 1 – Unit Review  Comparison of groups on Second Test  F(2, 135) = 0.113; p = .89 Siko, Barbour, & Toker (2011)
  • 9. Question Analysis – Round 1  First Unit Test 85.8% inter-rater reliability Siko (accepted – 2012)
  • 10. Question Analysis – Round 1  Second Unit Test 96.4% inter-rater reliability Siko (accepted – 2012)
  • 11. Question Analysis – Round 1  Percentage of total questions for a game rated as “Knowledge” level  t(28) = 1.60; p = .12 Siko (accepted – 2012)
  • 12. Round 2 – Unstructured Unit Project  Alterations to protocol – first unit test  No longer a review; throughout unit  More time to work; increased completion  Siko et al. (2011)  Fewer days in the computer lab  Fatigue and distractions  Siko et al. (2011); Kafai & Ching (2001) Siko & Barbour (under review)
  • 13. Round 2 – Structured Unit Project  Alterations to protocol – second unit test  More structure  Due dates for drafts  Minimum number of higher-order questions (~10/5/5)  Kirschner, Sweller, & Clark (2006); Mayer (2004)  Drafts and Revisions  More time to complete, revise, provide feedback  Lotherington & Ronda (2010) Siko & Barbour (under review)
  • 14. Round 2 – Results  First Unit Test: t(137) = 2.306; p = .023  Second Unit Test: t(142) = 2.936, p = .004 Siko & Barbour (under review)
  • 15. Round 2 – Results  Comparison of groups on Second Test  F(2,143) = 4.29, p = .016 Siko & Barbour (under review)
  • 16. Round 3 – Linking Narrative to Content  Exogenous vs. Endogenous Narrative  “Save the princess” / Drill-and-practice  Authentic science practices  More instruction on question writing and tying questions to narrative  Testing individual justifications (narratives, question writing) Siko & Barbour (under review)
  • 17. Round 3 – Results
  • 18. Round 3 – Results  Microthemes: t(103) = 0.93 ; p = .35  Question Writing: t(106) = 0.51 ; p = .61
  • 19. Implications  Design Principles:  the project must last throughout the entire unit and not only as a review tool;  provide time for instruction on question writing skills;  allow time for revision, editing, and teacher feedback on narratives and questions;  if it can be done outside of the computer lab, do it outside of the computer lab;  create conditions where students are encouraged to integrate the narrative into the game as much as possible (i.e., avoid “save the princess” and drill-and-practice games); and  give students the objectives as early as possible.
  • 20. Future Research with Game Design  Continue with Question Analysis  Different design environments (~languages)  Other uses (Drill, Quiz…remove game element)  More qualitative research  Perceptions of students  Perceptions of teachers  Level of integration between narrative and questions
  • 22. Contact Information  Jason P. Siko, Ph.D.  Assistant Professor of Educational Technology  Grand Valley State University, Grand Rapids, MI  sikojp@gmail.com  Michael K. Barbour, Ph.D.  Assistant Professor of Instructional Technology/Education, Evaluation, and Research  Wayne State University, Detroit, MI  mkbarbour@gmail.com