=Paper= {{Paper |id=Vol-2186/paper3 |storemode=property |title=Exploring characteristics of students’ emotions, flow and motivation in a math game competition |pdfUrl=https://ceur-ws.org/Vol-2186/paper3.pdf |volume=Vol-2186 |authors=Kristian Kiili,Antero Lindstedt,Manuel Ninaus |dblpUrl=https://dblp.org/rec/conf/gamifin/KiiliLN18 }} ==Exploring characteristics of students’ emotions, flow and motivation in a math game competition== https://ceur-ws.org/Vol-2186/paper3.pdf
        Exploring characteristics of students’ emotions, flow and motivation
                           in a math game competition


                                                    Kristian Kiili
                                       Tampere University of Technology, Finland
                                                 kristian.kiili@tut.fi

                                                   Antero Lindstedt
                                       Tampere University of Technology, Finland
                                                antero.lindstedt@tut.fi

                                                      Manuel Ninaus
                                      Leibniz-Institut für Wissensmedien, Germany
                                              m.ninaus@iwm-tuebingen.de



       Abstract: The overall objective of the present study was to investigate associations between emotions, flow
       experience, intrinsic motivation, and playing performance in a math game competition. Finnish 3rd – 6th
       graders (n = 251) participated in a math game competition relying on intra-classroom cooperation and inter-
       classroom competition. During a three-week competition period, students were allowed to freely play a
       digital rational number game founded on number line estimation task mechanics. An online questionnaire
       was used to collect students’ experiences after the competition. The results indicated that students who
       experienced higher positive emotions in the competition also experienced higher levels of flow. Findings
       also showed that intrinsically motivated students experienced more positive emotions and higher flow as
       well as indicated a higher willingness to participate in math game competitions again as compared to low
       intrinsically motivated students. Moreover, current results provided some evidence that game based
       competitions might engage also lower performing students.



       1.       Introduction

       Devlin (2013) has argued that video games can provide new interfaces to learn mathematics that
       are far easier and more natural to use than symbolic expressions that we have used to employ in
       conventional education. Game-based interfaces have the potential to provide means to develop
       effective ways of training mathematics that may also motivate persons who are anxious about
       mathematics. In fact, some recent studies have shown that the use of games in mathematics
       education can be beneficial for both cognitive (e.g. Kiili, Moeller & Ninaus, 2018; ter Vrugte, et
       al., 2017) as well as affective outcomes (e.g. Kiili & Ketamo, 2017; Ke, 2008). On a more general
       level, a recent meta-analysis of the cognitive and motivational effects of serious games
       demonstrated that serious games were more effective in terms of learning and retention than
       conventional instructional methods (Wouters et al., 2013). However, surprisingly, the analysis
       revealed that serious games were not more motivating than conventional instructional methods.
       The authors argued that motivation in serious games might be undermined by a limited sense of
       control of using such a game. That is, contrary to entertainment games, which are played on users
       own will, serious games are usually used within an instructional context and thus, the decision on


GamiFIN Conference 2018, Pori, Finland, May 21-23, 2018                                                              20
       the type of game and when to play the game is made by educators and not the players. In this
       context, the self-determination theory (Ryan & Deci, 2000; Deci & Ryan) argues that conditions
       which limit the sense of freedom of action or control may undermine intrinsic motivation. This is
       particularly interesting, because intrinsic motivation seems to be associated with positive emotional
       experiences (e.g., Koestner & Losier, 2002) and improved learning performance (e.g., Ninaus,
       Moeller, McMullen, & Kiili, 2017). Therefore, the current study examines the affective and
       cognitive outcomes of a math game competition in which users themselves decided if and when
       they wanted to participate in such an instructional intervention with a game.

       Individuals partaking in a competitive game may experience an array of different emotions.
       Importantly, emotions experienced in competitive educational settings influence outcomes of an
       educational intervention. For instance, Plass and colleagues (2013) found out that a competitive
       math game mode enhanced game performance compared to individual play. Their study also
       indicated that both competitive and collaborative game modes increased enjoyment compared to
       individual play. In line with these results, a study by Cagiltay, Ozcelik, and Ozcelik (2015) showed
       that competitive aspects in a serious game significantly improved motivation and learning
       outcomes. However, very little is known about emotions that students experience in competitive
       game-based learning settings and how domain specific intrinsic motivation is related to
       experienced emotions in a competitive game. Importantly, though, previous studies have identified
       (math) self-efficacy and (math) interest as important predecessors and determinants of intrinsic
       motivation (Campbell & Hackett, 1986; Pajares & Miller, 1994; Ryan & Deci, 2000; Skaalvik et
       al., 2015).

       Positive emotional experience in gameplay or even everyday life is often related to the experience
       of flow. For instance, flow and enjoyment are usually highly correlated (Landhäußer & Keller,
       2012) and thus, flow might even be described as a special form of enjoyment (Baumann, Lürig, &
       Engeser, 2016). But of course, enjoyable experiences are not always related to flow. Landhäußer
       and Keller (2012) have argued that it is important to note that flow is not the same as having fun,
       but a combination of concentration, a merging of action and awareness, reduced self-
       consciousness, a sense of control, a transformation of time, and a intrinsically rewarding activity
       makes experiencing flow possible. For instance, enjoying the sunset at the beach is most likely not
       related to flow experience. Thus, it is necessary to measure emotions and flow independently
       (Baumann et al., 2016).

       2.       Present study and hypotheses

       In the current study, we added a competitive aspect to a non-competitive math game by organizing
       a competition around the game with online scoring boards based on players’ highscores achieved
       in the game. The overall objective of the present study was to investigate the associations between
       affect, flow, performance, and intrinsic motivation during a math game competition. Therefore, we
       formulated the following three main hypotheses.

       Hypothesis 1: According to Abuhamdeh (2012) flow theory is relevant for predicting enjoyment
       (see also Baumann, Lürig, & Engeser, 2016; Landhäußer & Keller, 2012). Therefore, we expect
       that there is significant positive relation between flow experience and pleasant emotions
       experienced during the game competition.

       Hypothesis 2: On the one hand, self-efficacy and interest – predecessors and determinants of
       intrinsic motivation (Campbell & Hackett, 1986; Pajares & Miller, 1994; Ryan & Deci, 2000;


GamiFIN Conference 2018, Pori, Finland, May 21-23, 2018                                                        21
       Skaalvik et al., 2015) – are usually related to more positive emotional experiences (e.g., Koestner
       & Losier, 2002). On the other hand, flow itself is considered to be positive emotional state
       (Baumann et al., 2016; Landhäußer & Keller, 2012). Based on this, we expect that students with
       high intrinsic math motivation (self-efficacy and interest) like the competition more, are more
       willing to participate in game competitions again, as well as experience higher flow and more
       positive feelings during the competition than students with low intrinsic math motivation.

       3.       Method

       1.1. Participants

       The participants of the current game competition were Finnish students. Altogether approximately
       1500 students participated in the competition from which 258 filled in the digital questionnaire and
       managed to complete the competition level at least once. According to Meade and Craig (2011)
       careless, partially random, or otherwise inattentive survey responses should be identified and
       removed from the data set. Thus, we utilized following strategies to exclude inattentive and careless
       survey responses from the analyses. First, participation to the survey was voluntary and responses
       were anonymoys. Second, the survey instructions emphasized that only the participants who
       carefully responded to all questions were included in the movie tickets lottery after the competition.
       Third, we removed four participants whose overal response time was too fast indicating that these
       participants did not read the questions of the survey at all. Fourth, we removed three participants
       who used a clear response pattern (all likert scale responses were on the beginning or on the end of
       the scale). Finally, we carried out an outlier analysis with the most important sum variables used
       in the analyses (flow experience, positive emotions, intrinsic math motivation, participation
       willingness, and liking of the competition). Based on this analysis we did not find any extreme
       outliers. Consequently, 251 participants were included in the analyses of this paper. Four of the
       participants were 3rd graders, 69 were 4th graders, 24 were 5th graders, and 154 were 6th graders. Of
       these participants, 104 were females, and 147 were males. Participants were 9-13 years old with a
       mean (SD) of 11.63 years (1.02 years). Following the Finnish classification scheme, in which 10
       reflects the best and 4 the lowest grade, the mean math grade (SD) of the participants was 8.58
       (1.10). 84.5% of the participants reported that they play digital games at least once in a week.

       2.1. Description of the competition

       The competition was open for all Finnish 3-6 graders. In the competition, students had the
       opportunity to play a number line based rational number game during a three-week period.

       The competition was organized around one game level that included fourteen randomly selected
       number line estimation tasks. The goal of the competition was to motivate students to play the level
       several times in order to optimize their playing strategies, increase understanding of rational
       numbers, and share effective playing strategies with their peers. In order to support collaboration
       between peers each participating class formed a team that competed against other teams.
       Furthermore, municipalities competed among each other. The web-page of the competition
       included leaderboards for both teams and municipalities. Two best teams, best municipality, most
       hard-working student, and a randomly selected player who answered to the research questionnaire
       at the end of the competition were awarded with movie tickets.

       We used our rational number game engine, Semideus, to develop a digital game for the competition
       (see examples of studies using the same engine: Ninaus, Kiili, McMullen, & Moeller, 2017; Kiili,
       Moeller, & Ninaus, 2018). In the game, the player had to estimate either fraction or decimal number

GamiFIN Conference 2018, Pori, Finland, May 21-23, 2018                                                         22
       magnitudes on a number line ranging from zero to one (Figure 1). The tasks of the game could
       include also traps and enemies, time limits, mysteryboxes, and health kits. To assist the player,
       some of the tasks contained visual landmarks, such as sequentially placed torches that divided the
       number line according to the denominator of the fraction to be estimated or revealed the midpoint
       of the number line.




       Figure 1. An example of a number line estimation task in which the player should dig up a coin
       cache at the location reflecting point 4/7. In this task the player should avoid the trap located at
       point 0.7 and the purple enemy walking around. The player has activated the partition skill and as
       a consequence the birds have divided the number line into seven parts.


       The game also included specific skills that players could activate by using in-game currency, i.e.
       diamonds. The player began each game with 10 diamonds with the possibility to acquire maximally
       15 extra diamonds by smashing enemies, avoiding traps, and collecting mystery boxes. Some of
       these skills made the solving of mathematical tasks easier and some just helped the player to survive
       in the game. Altogether, five different skills were available:

            •   The player could ask help fom the tutor. When the tutor skill was activated, a goat showed
                the approximate location of the coin cache to the player. The tutor skill was always available
                (cost: 8 diamonds).

            •   The partition skill visually divides the number line to as many parts as the denominator of
                the task. Specifically, if the skill is activated, birds fly onto the number line in a sequence
                of unit fractions. That is, players could easily get an accurate answer as long as they
                understood the partitioning of the number line based on these visual markers (see Figure
                1). The partition skill was available if the denominator of the fraction to be estimated was
                below 11 (cost: 6 diamonds).

            •   The player could use the bomb skill to destroy all the enemies from the task (cost: 6
                diamonds).



GamiFIN Conference 2018, Pori, Finland, May 21-23, 2018                                                           23
            •   The player could locate traps of the task with the trap finder skill (cost: 4 diamonds).

            •   Some tasks featured a time limit. In these tasks the player could remove the limit with the
                time manipulation skill (cost: 2 diamonds).

       Appendix A provides details of the tasks that were included in the competition. It also shows the
       logic of the task randomization that was used. Moreover, the video of the game competition tutorial
       clarifies the gameplay of the used game (https://youtu.be/mNCQ5dgOaMg).

       3.1. Measures and analyses

       Students playing performance (e.g. highscore) was logged in order to assess students’ rational
       number estimation accuracy. At the end of the competition students had to fill in a questionnaire
       to determine flow experience, intrinsic math motivation, positive and negative emotions, how much
       students liked the game, and students’ willingness to participate in future game competitions.

       Flow experience was measured using the 9-item short flow scale (adopted from Martin & Jackson,
       2008). We translated the short flow scale to Finnish and contextualized it to address game playing.
       A 7-point Likert-type response format (1 = strongly disagree to 7 = strongly agree) was used.

       Intrinsic math motivation was measured with self-reported measures of math interest and math
       self-efficacy. The three items used to measure math interest and the three items used to measure
       math self-efficacy were adopted from (Berger & Karabenick, 2011). A 5-point Likert-type response
       format (1 = strongly disagree to 5 = strongly agree) was used.

       The measurement of positive and negative emotions was derived from items of the Sport Emotion
       Questionnaire (Jones, et al., 2005). For positive emotions (scale 0-4) happiness (pleased + happy)
       and Excitement (excited + energetic), and for negative emotions (scale 0-4) anxiety (uneasy +
       anxious), anger (irritated + angry), and dejection (sad + dejected) were used.

       In addition, the questionnaire included one item to explore how much students liked the game
       competition, and one item to explore students’ willingness to participate in math game
       competitions in the future. A 5-point Likert-type response format (1 = strongly disagree to 5 =
       strongly agree) was used. Moreover, students had to report their digital game playing frequency on
       a 4-point scale (Rarely - Once a week – Couple times a week – Almost daily).

       The average scores of all flow items, emotion items, and intrinsic math motivation items were used
       in the analyses. Statistical analysis was performed in IBM SPSS Statistics, version 25.

       4.       Results

       Descriptive statistics (means, medians, and standard deviations) of variables used to investigate
       students’ experiences about the competition and math motivation are presented in Table 1. The
       flow construct (α = .84), pleasant emotion construct (α = .87), unpleasant emotion construct (α =
       .83), and the intrinsic math construct (α = .92) had a high level of internal consistency, as
       determined by Cronbach's alpha.




GamiFIN Conference 2018, Pori, Finland, May 21-23, 2018                                                       24
         Table 1. Descriptive statistics about students’ experiences and math motivation
                                                  Mean          Median        SD            Scale
         Flow experience                           4.83            5         1.15        1-7 (α = .84)
         Positive emotions                         1.89            2         1.11        0-4 (α = .87)
         Negative emotions                         0.40          0.17        0.65        0-4 (α = .83)
         Intrinsic math motivation                 3.66          3.83        1.04        1-5 (α = .92)
         Liked the game competition                3.54            4         1.16             1-5
         Willingness to participate again          3.24            3         1.36             1-5
         Highscore (performance)                  55.13           56        23.18           0-100


       Hypothesis 1: As expected, the correlation analysis yielded a strong positive relation between flow
       experience and positive emotions supporting Hypothesis 1, r = .62, p < .001. In a linear regression
       flow (unstandardized β = .599, standardized β = .623, p < .001) accounted for 39% in variance of
       experienced positive emotions [F(1,249)= 157.70, p < .001, R2= .39].

       Hypothesis 2: T-test was run to determine whether there were differences in the experienced
       positive emotions, experienced flow level, and willingness to participate in game competitions
       again between students whose intrinsic math motivation was high and students whose intrinsic
       math motivation was low, using median split. There were statistically significant differences in the
       mean scores of experienced positive emotions (M.high = 2.28, M.low = 1.47, t = 6.224, p < .001),
       experienced flow (M.high = 5.33, M.low = 4.31, t = 7.842, p < .001), liking of the competition (M.high
       = 4.02, M.low = 3.04, t = 7.319, p < .001), and willingness to participate in game competitions again
       (M.high = 3.74, M.low = 2.70, t = 6.473, p < .001) between high and low motivation groups,
       supporting hypothesis 2.

         Table 2. Correlations between students’ experiences, motivation, and highscore
                                                    1       2        3       4       5        6          7
         1 Flow experience                          1
         2 Positive emotions                      .62**      1
         3 Negative emotions                     -.22**   -.18**      1
         4 Liked the game competition             .66**    .62**   -.27**     1
         5 Willingness to participate again       .67**    .59**   -.23**   .67**     1
         6 Intrinsic math motivation              .54**    .42**    -.12    .48**   .44**      1
         7 Highscore                              .38**    .27**     .02    .36**   .27**    .16*        1
       Note. ** p < .001; * p < .05



       5.       Discussion and conclusion

       The current study investigated the relationship between intrinsic motivation, flow, performance,
       and emotions in a math game competition. Students experiencing higher positive emotions also
       experienced higher levels of flow. Moreover, students categorized as highly intrinsically
       motivated, i.e. high math interest and high math self-efficacy, experienced more positive emotions

GamiFIN Conference 2018, Pori, Finland, May 21-23, 2018                                                         25
       and flow and indicated a higher willingness to participate in math game competitions in the future
       as compared to low intrinsically motivated students.

       Current results underline the tight coupling of intrinsic motivation, positive emotion, flow, and
       performance. Therefore, we were able to show similar results with a math game competition as in
       non-competitive and non-game based learning environments. The independent measurement of
       flow and emotional experience supports general findings of flow being considered as a positive
       emotional state (e.g., Landhäußer & Keller, 2012) and its relation to intrinsic motivation (e.g.,
       Koestner & Losier, 2002). Importantly, almost 40% in variance of experienced positive emotions
       was predicted by flow, which clearly underlines the tight link between flow and positive emotions
       or more generally the interdependence of cognition and emotion.

       In the context of math game competition, students’ willingness to participate again was highly
       related to flow, positive emotions, and the overall liking of the game competition (see Table 2).
       Importantly, though, the correlation between actual performance and students’ willingness to
       participate again in a game competition was rather small (see Table 2). This might indicate that the
       game-based competitions might not only be interesting for high performing students but low
       performing students as well. However, this implication needs to be treated carefully and examined
       in future studies, which might also use more advanced performance measures than mere highscore.
       To conclude, the results provide some evidence regarding the educational potential of game-based
       math competitions. However, in order to better understand the usefulness of game competitions as
       an instructional method, more research focusing also on learning gains in game competitions and
       the meaning of different kind of game mechanics and user interfaces is needed.

       Overall, the present study yielded promising results regarding the use of a math game competition
       that relies on intra-classroom cooperation and inter-classroom competition. However, there are
       some limitations that should be considered in future studies. First, better and more detailed metrics
       about students performance might improve our understanding of underlying processes in emotion
       and motivation when employing (math) game competitions in educational settings. Second,
       students could choose on their own when they answered the employed questionnaire as we were
       hoping to achive a higher response rate. Thus, some students might have answered immediately
       after their last playing session while others waited longer, which may have led to inaccurate recall.
       Third, in spite of flexible response schedule, response rate were rather low. Nevertheless,
       responders’ ranks in the competition varied a lot while the median rank was 286. This indicates
       that the results presented in this paper are not based only on the experiences of the top players of
       the competition, but reflect students’ experiences about the competition more generally.

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GamiFIN Conference 2018, Pori, Finland, May 21-23, 2018                                                          26
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                       Appendix A. Details about the tasks used in the competition level
         Target          Trap      Enemies     Time limit    Landmarks   Collectible   Start   Probability
         1/3               -          -            -        Denominator       -          0        14%
         2/3               -          -            -        Denominator       -          0        14%
         3/4               -          -            -        Denominator       -          0        14%
         1/4               -          -            -        Denominator       -          0        14%
         0.25              -          -            -        Denominator       -          0        14%
         0.8               -          -            -        Denominator       -          0        14%
         5/9               -          -            -        Denominator       -          0        14%
         2/5              0.2         -            -             -            -          0        14%
         3/5              0.4         -            -             -            -          0        14%
         4/10             0.2         -            -             -            -          0        14%
         6/10             0.4         -            -             -            -          0        14%
         0.600            2/5         -            -             -            -          0        14%
         0.099            1/4         -            -             -            -         0.5       14%
         0.400            3/5         -            -             -            -          0        14%
         0.75              -          1            -             -            -          0        50%
         0.21              -          1            -             -            -          0        50%
         0.6250            -          1            -             -            -          0        50%
         0.3750            -          1            -             -            -          0        50%
         3/9 (dots)        -          -            -        Denominator       -          0        25%
         6/9 (dots)        -          -            -        Denominator       -          0        25%
         4/6 (dots)        -          -            -        Denominator       -          0        25%
         2/6 (dots)        -          -            -        Denominator       -          0        25%
         3/8               -          1            -          Midpoint        -          0        33%
         5/8             0.75         1            -          Midpoint        -         0.3       33%
         4/7              0.7         1            -          Midpoint        -         0.3       33%
         4/9               -          1            -          Midpoint        -          0        33%
         5/9              0.7         1            -          Midpoint        -         0.3       33%
         3/7               -          1            -          Midpoint        -          0        33%
         1/6               -          -            -             -        Health        0.5       33%
         1/5               -          1            -             -        Health        0.5       33%
         1/4               -          1            -             -        Health        0.5       33%
         23/45             -          -           10s            -            -          0        25%
         19/37             -          -           10s            -            -          0        25%
         27/50             -          -           10s            -            -          0        25%
         15/45             -          -           10s            -            -          0        25%
         3/10 + 1/5       0.3         1            -             -            -          0        25%
         1/4 + 2/4       0.25         -            -             -            -          0        25%
         2/3 – 2/6       0.66         -            -             -            -          1        25%
         6/8 – 2/8       0.75         -            -             -            -          1        25%
         0.65              -          3            -             -            -          0        50%
         3/4               -          3            -             -            -          0        50%
         8/9               -          -            -             -      Health/Diam.    0.5       20%
         5/6               -          -            -             -      Health/Diam.    0.5       20%
         7/8               -          -            -             -      Health/Diam.    0.5       20%


GamiFIN Conference 2018, Pori, Finland, May 21-23, 2018                                                      28
         0.089             -          -              -              -         Health/Diam.       0         20%
         7/9               -          -              -              -         Health/Diam.      0.5        20%
         8/9              3/9         2              -              -           Health          0.5        50%
         7/9              0.4         2              -              -           Health          0.5        50%
         0.9511           0.6         1              -              -               -            0         33%
         0.6             0.25         1              -              -               -            0         33%
         0.45            0.55         1              -              -               -           0.5        33%


       Column explanations
       Target: Value to estimate
       Trap: Value to avoid
       Enemies: Number of enemies
       Time limit: Player lost energy, if he or she did not manage to estimate the target value within the time
       limit.
       Landmarks: Visual markers that divide the number line into sections. Denominator: For example, if the
       target number is 1/3 the markers divide the number line into three sections. Midpoint: The marker was in
       the middle of the number line
       Collectible: A mystery box that the player was able to pick up to gain a reward. Either Health or
       Diamonds.
       Start: Player’s starting position on the number line
       Propability: How likely this particular task is to feature in one run of the game. The horizontal lines on the
       table separate task groups. For example from the first group, one task was selected from seven possible,
       resulting in about 14% appearance chance for a single task. From some groups, two tasks were selected
       instead of one.




GamiFIN Conference 2018, Pori, Finland, May 21-23, 2018                                                                 29