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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Intrinsic integration in rational number games - A systematic literature review</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Springer Heidelberg</institution>
          ,
          <addr-line>Tiergartenstr. 17, 69121 Heidelberg</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Tampere University of Technology</institution>
          ,
          <addr-line>Pori</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2019</year>
      </pub-date>
      <fpage>8</fpage>
      <lpage>10</lpage>
      <abstract>
        <p>This literature review on digital game-based rational number learning investigated the integration of rational number content and established rational number learning principles with core game mechanics. A total of 34 papers eventually met the defined inclusion criteria. The review showed that the literature on digital game-based rational number learning is sparse demonstrating that this particular field is still in its early stages. We found evidence to indicate that most of the game-based learning solutions were designed to facilitate understanding of magnitudes or measurement units that is in line with the current rational number learning recommendations. Nevertheless, more importantly, the results revealed that in most cases the rational number content was not well integrated to core game mechanics that may undermine the benefits of gamebased learning. The conclusions drawn from this review raise a set of issues that, if unaddressed, could disturb the maturation of the whole digital game-based learning field.</p>
      </abstract>
      <kwd-group>
        <kwd>Game-based learning</kwd>
        <kwd>Rational numbers</kwd>
        <kwd>Intrinsic integration</kwd>
        <kwd>Educational game design</kwd>
        <kwd>Game mechanics</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Recent meta-analyses about game-based learning have shown that digital learning
games can be effective learning solutions [
        <xref ref-type="bibr" rid="ref1 ref2">1,2</xref>
        ]. In line with this, Devlin [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] has argued
that digital 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. Nevertheless, a meta-analyses about digital game-based
learning for K–12 mathematics education revealed that although game-based math
studies have shown statistically positive learning effects, the overall effect size is rather
small [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>In addition to mainly positive learning outcomes, games are usually argued to
motivate and engage students more than traditional instructional methods [e.g. 5].</p>
      <p>
        Although many individual studies seem to suggest this, Wouters et al. [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] did not find
such an effect in their meta-analysis. One reason for this might be that the instructional
design of the games disturbs the playing experience. It is argued [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] that the
instructional pop-up screens often embedded in game-based learning solutions may
disturb the flow of the game and consequently undermine the engagement created by
the game. In fact, Habgood and Ainsworth [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] have argued and empirically proven that
deep integration of game’s core mechanics and its learning content is crucial for
creating intrinsically motivating and effective game-based learning solutions.
Consequently, one should aim at minimizing extrinsically motivating elements and
rather focus on making those elements an intrinsically motivating part of the
gamebased learning tasks. This might be achieved by aligning game and learning mechanics.
Unfortunately, previous research has shown that systematic investigation of learning
integration in games is lacking [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>
        Game’s feedback system provides one fruitful context for aligning game and
learning mechanics as the feedback is generally one of the most powerful educational
mechanisms to foster learning [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] and games are founded on continuous feedback
loops. In fact, several game-based learning models emphasize the meaning of the
feedback [e.g. 9, 10]. For example, the flow framework for educational games [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] states
that games should provide immediate and cognitive feedback that directs players’
attention on relevant learning content and triggers reflective processes supporting the
development of conceptual understanding of the learning domain.
      </p>
      <p>
        Obviously, well-designed game-based learning solutions can be beneficial
especially in content domains in which students tend to struggle. This paper focuses on
the rational number content domain, which is an important research area because
previous research has shown that many children face huge difficulties with it [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
Furthermore, as the fidelity of theories addressing the development of rational number
learning has increased this content domain provides an interesting context to explore
integration of game mechanics and learning content.
2
2.1
      </p>
    </sec>
    <sec id="sec-2">
      <title>Research objective and methods</title>
      <sec id="sec-2-1">
        <title>Research objective</title>
        <p>In recent years, the importance of rational number understanding for mathematical
proficiency has been well proven. At the same time it has become evident that new
instructional approaches should be developed for teaching rational numbers and games
could provide appropriate means to implement the recent findings of numerical
cognition research into practice. For these reasons, it is important to review published
papers about digital game-based rational number learning and explore to what extend
the established scientific knowledge of rational number learning is taken into account
in the digital game-based rational number studies and to what extend rational number
content is integrated to core game mechanics.
2.2</p>
      </sec>
      <sec id="sec-2-2">
        <title>Data collection and search terms</title>
        <p>
          A two-phase literature search strategy was used including 1) a database search and 2) a
reference search. Papers were searched from ScienceDirect, Scopus, and Web of
Science databases. In Scopus and in Science Direct we used title, abstract and keywords
search depth, and in Web of Science “topic” search depth was used. Terms referring to
the game-based learning were derived from the recent literature review [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. The search
terms used were: (“serious game” OR “learning game” OR “instructional game” OR
“game based learning” OR “game-based learning” OR “video game” OR “educational
game”) AND (“fraction” OR “percentage” OR “decimal” OR “rational number”)
2.3
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>Inclusion/exclusion criteria and paper selection</title>
        <p>To be included in the review, papers had to A) be related to research aims of the
literature review, B) include empirical evidence, C) use a term “game” to describe the
studied learning solution, D) be written in English, and e) be published before May
2018. Conference proceedings papers and book chapters that our university did not
have rights to access were excluded from the review.</p>
        <p>
          The search returned altogether 521 potential papers for the review and 323 papers
after removing duplicates. 291 papers were excluded from the review based on
inclusion and exclusion criteria: 280 papers did not met inclusion criteria A, one paper
did not meet inclusion criteria B, and three papers did not meet inclusion criteria C.
Seven publications were excluded because of exclusion criteria D. Finally, we bought
two journal articles that we did not have full-text rights. To ensure that we included
most of the relevant publications related to the aims of the study, we searched references
of the papers selected in database search phase. We were able to find two new papers
that met our inclusion criteria [
          <xref ref-type="bibr" rid="ref13 ref14">13,14</xref>
          ]. The final data consisted of 34 scientific papers
(17 journal articles, a book chapter, and 16 conference papers).
2.4
        </p>
      </sec>
      <sec id="sec-2-4">
        <title>Coding of papers and interrater reliability</title>
        <p>All the included papers were coded according to the created coding scheme. The coding
dimensions and used codes are shown in Table 1. Game related dimensions were coded
based on the pictures, provided web links, and game descriptions included in the papers.
Coding dimension
Publication type
Game genre
Delivery platform
Integration of game mechanics, Scientific RN knowledge: Strong, Medium, Weak
Rational number (RN) RN content with gameplay: Intrinsically integrated,
knowledge &amp; RN content Extrinsically integrated
Game’s feedback system NDeostcdreibsecdrib(epdrovides: cognitive feedback / general feedback)</p>
        <p>
          The integration of rational number content and gameplay was considered on two
different levels. 1) We used integration of the rational number knowledge coding
dimension to determine how well established scientific rational number learning
knowledge (principles) was applied in the game design and justified in the paper [see
15 for more details of the principles]. In the strong integration category, rational number
learning principles were clearly presented and the described gameplay was based on
these principles. In the weak integration category rational number learning principles
were not presented and the described gameplay was not based on rational number
learning principles. In the medium integration category either the rational number
learning principles or the gameplay were insufficiently presented, but the paper still
included some relevant considerations of the integration. 2) We used intrinsic
integration [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ] coding dimension to determine whether the rational number content was
intrinsically integrated to gameplay or not. This dimension determines whether the
game provides such an representation of the learning content that the player explores
the content through the interaction with core mechanics of the game (intrinsic
integration). If the rational number content was separated from the gameplay, the game
was classified to the extrinsic integration category. Moreover, we used an explorative
approach to identify the most common rational number tasks and game mechanics that
were used in the games.
        </p>
        <p>
          First, one coder coded all papers independently according to the whole coding
scheme. After that another coder coded all papers independently, but focused only on
rational number knowledge integration dimensions of the coding scheme. This
dimension were coded by two reviewers, because it was the most interpretative
dimension. The Cohen’s Kappa statistic was used to examine the interrater reliability
with respect to the coding quality. According to Cohen [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ] there was high agreement
between reviewers' coding, (κ = .844, p &lt; .001).
3
3.1
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Results</title>
      <sec id="sec-3-1">
        <title>Games used in reviewed papers</title>
        <p>
          Altogether 21 different games were used in papers. The Semideus game was the most
popular and it was studied in 11 papers. According to these papers, the Semideus game
was iteratively developed and thus different versions of the game were used in the
papers. In fact, in [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ] the authors noted that “we used our rational number game engine,
Semideus, to develop a digital game for the training intervention”. The basic mechanics
of the different Semideus versions are quite similar and the major changes relate to
content design and graphical implementation. In this paper we use the term ‘Semideus
games’ when we generally refer to games created with the Semideus rational number
engine. The AnimalClass, Decimal Point, Math App, and UFraction games were each
studied in 2 papers. The remaining eight games were each studied in a single paper.
3.2
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>Game delivery platforms and game genres</title>
        <p>The game delivery platform varied in studies. In 15 studies the games were played with
computers, in 16 studies with mobile devices, and in one study with computer and
mobile devices. Two papers failed to report what platform was used. The platform game
genre was the most popular in the included papers (n = 11). However, different versions
of the Semideus game were used in these studies [e.g. 18-20]. The second most featured
game genre was puzzle game which was used in seven studies. Four studies were based
on mini games and four studies on quiz games. An adventure game with puzzles was
used in two studies. Two studies that were based on a teachable agent approach and a
study utilizing virtual reality based music game were categorized into other games
genre. Two studies did not provide enough information for game genre categorization.
3.3</p>
      </sec>
      <sec id="sec-3-3">
        <title>Rational number integration</title>
        <p>
          Table 2 summarizes the main results of rational number integration and identified
rational number learning mechanics. First, we explored to what extend the established
knowledge of rational number learning was taken into account in the papers. This
classification reflects how well scientific rational number learning knowledge was
applied in the game design and justified in the paper. The level of rational number
knowledge integration was found to be strong in 16 papers, medium in 13 papers, and
weak in five papers. Most of the strong integration category papers (n = 13) were based
on the different versions of the Semideus game. Paper [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] in which the effectiveness
of the Motion Math game was studied is another example of strong integration. The
paper provides clear theoretical justifications how the Motion Math game was designed
to support players’ understanding of how fractions are related to the number line.
Another paper [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ] presents a Save Patch game that turns the mathematical symbols of
fraction arithmetic into objects that the student can manipulate on the number line. The
theoretical grounding of the Save Patch game is sound, but the paper does not provide
adequate theoretical justification of the game design and thus it was categorized to the
medium integration category. The papers of the weak integration category did not
manage to provide relevant theoretical basis for game designs or the descriptions of the
games were poor. For example, in [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ] students used fraction rods (physical
manipulatives) along with a digital game, but authors of the paper do not give clear
reason why the rods were used, how the gameplay was founded on rational number
learning principles, and what rational number learning concepts were targeted to be
learned. It is noteworthy that our categorization does not directly reflect the quality of
the games with respect to rational number knowledge integration, because the
categorization was based only on justifications and game descriptions included in the
papers, while we did not had possibility to play all the games included in the reviewed
papers.
        </p>
        <p>
          Second, we explored the intrinsic integration of rational number content and
gameplay. This dimension determines whether the game provides such a representation
of the learning content that the player can explore it through the interaction with the
core game mechanics in an engaging game world. Rational number content of five
different games studied in 15 papers were intrinsically integrated. For example, in the
Refraction game the task of the player is to provide power to spaceships that are lost in
space [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ]. In order to successfully complete the tasks, the player had to spatially
navigate the laser beam around obstacles and correctly split the whole laser into the
fractions needed to power the spaceships. The remaining games (n = 17) were classified
to the extrinsic integration category. In these games the rational number content was
either totally separated from the gameplay, only superficially attached to the core
mechanics of the game, or the implementation of the game was poor (very low fidelity
with respect to audio-visual implementation or game mechanics).
        </p>
        <p>In order to have a deeper look on integration of rational number learning knowledge
and game mechanics, we explored what kind of learning mechanics were used in the
games. We managed to identify four main types of mechanics (see Table 2). The
implementation of these mechanics in different games varied a lot.</p>
        <p>
          Game mechanics in which players had to compare or order rational number
magnitudes were included in 17 papers. In ten papers these mechanics were somehow
linked to number lines and in 13 papers equivalent rational numbers were addressed.
Only one game [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ] relied on a gamified graphical multiple choice question approach
in magnitude comparison (click a number that matches to a given statement). In two
papers, the comparison mechanic was based on logical statements that players
formalize in the game in order to teach relations between the given rational numbers to
their virtual pet [
          <xref ref-type="bibr" rid="ref25 ref26">25, 26</xref>
          ] and in one game the comparison mechanic was based on the
use of a scale [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ]. Six papers reported that some of the comparison or ordering tasks
included in the game required comparison of magnitudes of the different rational
number representations.
        </p>
        <p>
          Although number line estimation appeared in 16 papers, only 5 different games that
included number line estimation mechanics could be identified. Number lines were
used in the Catch the Monsters [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ], Motion Math [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ], Save Patch game [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ], and the
Semideus games [e.g. 17, 29, 30] as well in one game of the Decimal Point mini-game
collection [
          <xref ref-type="bibr" rid="ref31 ref32">31, 32</xref>
          ].
        </p>
        <p>
          In four of the nine papers in which the game mechanics were based on unit
manipulations, objects that are familiar to students were utilized. For example, in The
Candy Factory, the task of the player is to manage specific types of candy orders that
require slicing candies, copying candy slices, and measuring candies [
          <xref ref-type="bibr" rid="ref33">33</xref>
          ]. In two papers
concrete physical manipulatives were used along the story driven UFraction mobile
game [
          <xref ref-type="bibr" rid="ref22 ref34">22, 34</xref>
          ]. In the UFraction game players try to solve real-life fraction problems
with the help of 12 different sized rods. Only one paper linked unit manipulations
clearly to number line - the Save Patch game turns the mathematical symbols of fraction
arithmetic into objects that the student can place and manipulate on the number line
[
          <xref ref-type="bibr" rid="ref21">21</xref>
          ].
        </p>
        <p>
          Only three papers were based on multiple choice question mechanics. However, the
multiple choice questions were implemented in a visually rich game environment. For
example, in the Monkey Tales game the player needs to shoot objects that correspond
to a given mathematical statement as fast as possible to beat the monkey opponent [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ].
        </p>
        <p>Because it has been argued that the feedback that game-based learning solutions
provide is crucial for educational effectiveness and the feedback system of the game
should be used to integrate learning content to gameplay, we explored how well the
implementation of games’ feedback systems were reported. Surprisingly, the
implementation of the feedback systems was considered only in ten papers. The games
studied in nine papers provided cognitive feedback that was designed to facilitate
learning. For example, games provided visual feedback about players solutions,
explained why solutions were wrong, or provided possibilities to demand mathematical
hints.
4
4.1</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Discussion</title>
      <sec id="sec-4-1">
        <title>Summary of main findings</title>
        <p>
          A major challenge in educational game design is to incorporate instructional features
in a way that trigger appropriate cognitive processing while players interact with the
core game mechanics. In this review, we explored how the established rational number
learning principles have been considered in the reviewed 34 papers and taken into
account in the 21 games used in the studies. We found evidence to indicate that most
of the game-based learning solutions that were used in the reviewed papers were
designed to facilitate understanding of magnitudes or measurement units, which is in
line with current rational number learning recommendations [e.g. 15]. Only five papers
failed to provide a relevant theoretical basis for their game design, which indicates
rather successful communication between game-based learning and rational number
learning research fields. However, the results revealed that intrinsic integration of
rational number content and core game mechanics was rare. Although most of the
games were based on appropriate rational number learning principles, the rational
number content was not well integrated to core game mechanics or the implementation
of the games were poor. This is alarming, as previous research has indicated that
intrinsic integration tends to enhance learning gains and engagement [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. We argue that
stronger interdisciplinary cooperation between game developers, psychologists, and
learning scientists might result in development of better learning solutions and
interventions. For instance, game developers have deep knowledge on the diverse range
of game mechanics to increase motivation and engagement and game designers can
create engaging and aesthetically pleasing learning environments. On the other hand,
psychologists and learning scientists can contribute in suggesting proven and relevant
learning mechanics and pedagogical approaches for the game. Consequently, the
combination of expert knowledge from all these different domains might facilitate the
development of exhaustively intrinsically integrated game-based learning
environments.
        </p>
        <p>
          Another alarming result of the current review is the lack of discussion of feedback
systems of the games. Specifically, the implementation of feedback was discussed only
in six of the games even though the meaning of feedback that learning games provide
has been emphasized in the literature [
          <xref ref-type="bibr" rid="ref10 ref9">9, 10</xref>
          ]. Game designers and researchers should
consider the issue of feedback more carefully, as feedback solutions that do not trigger
appropriate cognitive processing may undermine the benefits of game-based learning.
One way of addressing the lack of feedback description and discussion is to aim at
standardizing the descriptions of games in the game-based learning domain. This would
ensure that most basic mechanics of every game can be described in similar way
ensuring coherent and comprehensive descriptions. When thinking of such a
standardized approach of describing educational games, feedback would be one of the
most important mechanics that needs to be described sufficiently. From an educational
perspective, feedback is generally one of the most powerful educational mechanisms to
support and foster learning [for an overview see 8 and 35].This emphasizes the
importance of discussing feedback mechanisms in game-based learning studies.
Discussing at least the most common types of feedback which include corrective
feedback, directive feedback, and epistemic feedback would enhance the replicability
of the effects found in game-based learning studies and decrease interpretation issues.
Consequently, researchers could build upon this description to use feedback
mechanisms that trigger appropriated cognitive processing in a diverse range of
contexts.
4.2
        </p>
      </sec>
      <sec id="sec-4-2">
        <title>Research gaps and future research directions</title>
        <p>As only in 24% of the games rational number content and gameplay were intrinsically
integrated and 65 % of the games were research prototypes, further research focusing
on learning and affective outcomes with high-quality intrinsically integrated games are
needed. Furthermore, more research that systematically examines the design of intrinsic
integration between learning content and gameplay is needed.</p>
        <p>The analysis of the papers revealed that conceptual change issues were considered
only in three papers, even though previous research has pointed out that the acquisition
of rational number knowledge seems to require radical changes in children’s
preexisting concepts of the natural numbers [e.g. 15]. Thus, we argue that conceptual
change theories should be taken better into account in game design.</p>
        <p>The lack of coherent and standardized descriptions of certain game elements was
another problem, which was particularly apparent for the discussion and description of
feedback mechanisms. Digital game-based learning research would benefit from
guidelines for describing the crucial elements of game-based learning solutions and
integration between game mechanics and learning content allowing more
comprehensive understanding of their (cognitive) effects.
4.3</p>
      </sec>
      <sec id="sec-4-3">
        <title>Limitations and threats to validity</title>
        <p>Although the papers were reviewed systematically, there are some limitations and
threats to validity. In order to overcome the possible negative influence of search terms,
selected databases used, and publication time period, we expanded the basic search
process by conducting a reference search. As the reference search produced only two
publications, this may indicate that most publications relevant to the research questions
are included in this review. If the number of publications found with reference search
would have been greater, it could have indicated that database search could have had
methodological faults. It is still possible that we may have missed certain studies that
should have been included but are not widely referred or did not use search terms
included in our search string, but this appears unlikely.</p>
        <p>Initial coding table and coding schemes for the papers were created by two
reviewers. The coding table and coding schemes were further developed and revisited
as the coding of the papers progressed. In order to minimize coding mistakes any
conflicts were discussed and resolved by the reviewers. With this approach, we tried to
mitigate the threats due to personal bias. The poor description of the games used in the
studies complicated the coding process and thus we had to resolve several conflicts.
5</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Conclusions</title>
      <p>Taken together the field of digital game-based rational number learning seems to be in
an early developmental stage and the literature base is sparse and fragmented. The
review indicated a fruitful dialogue between game-based learning, numerical cognition,
and mathematics education research fields. However, shortages in the integration of
rational number content and game mechanics call for deeper integration of these
research fields and more interdisciplinary studies and game development endeavors are
needed. To be able to comprehensively map the instructional benefits of using games
in rational number learning as well as other disciplines, it would be crucial that the
scientific community creates a common game description template that defines the
minimum and crucial information that should be reported in all empirical digital
gamebased learning papers. Our analyses revealed that the game descriptions included in the
reviewed papers tended to be too superficial, which made it challenging to judge the
integration between learning content and gameplay. A common game description
practice could support generalization of results and facilitate the evidence-based
development of the game-based learning field.</p>
      <p>References [Reviewed papers are marked with asterisk (*)]</p>
      <p>References to the reviewed papers that were not referred in the main text:</p>
    </sec>
  </body>
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