The Influence of Social Competition and Maths Anxiety on Game Performance

Authors

  • André Almo Technological University Dublin https://orcid.org/0000-0001-6133-6024
  • Maíra Amaral Technological University Dublin
  • Mariana Rocha
  • Attracta Brennan University of Galway
  • Pierpaolo Dondio Technological University Dublin

DOI:

https://doi.org/10.34190/ecgbl.18.1.2680

Keywords:

digital game-based learning, Mathematics anxiety, competition, primary school

Abstract

Digital Game-Based Learning (DGBL) uses serious games to deliver educational content. DGBL has the potential to aid children’s development of maths skills, providing educators with alternatives to traditional mathematics teaching. However, the efficacy of serious games can be affected by their attributes, including whether they are single or multi-player. While competition in a multi-player environment may enhance players’ interest and motivation, potential social pressure may lead to anxiety and affect performance. In maths education, there are additional challenges. Mathematics Anxiety (MA), the negative emotional response to mathematics, may interact with game features and impact players’ experience. This study assesses players' performance in a digital maths game called ’Seven Spells’ across two different game modes (vs. Human and vs. CPU), and it also investigates whether MA levels impacted players’ performance. 43 children from two classes in an Irish primary school participated in this
study. Each class played a different game mode of the ‘Seven Spells’ game, one group playing against computer-controlled characters (vs. CPU) and the other playing against their classmates (vs. Human). The game mechanics were identical between the two competition game modes. The children completed the modified Abbreviated Mathematics Anxiety Scale (mAMAS) and a mathematics questionnaire before participating in the intervention, which included 4 sessions. They also participated in a focus group session at the end of the intervention. Data on their gameplay were collected throughout the first three sessions and analysed through multiple linear regression models to investigate possible connections between MA, maths knowledge, game modes and game performance. The results of the multiple linear regressions indicate that game performance was positively influenced by the duration of gameplay and the complexity of moves — measured by the number of moves and cards used — while being negatively affected by MA. However, a significant interaction between MA and the competition game mode was observed, suggesting that MA had a more pronounced negative impact on players in the vs. Human game mode compared to the vs. CPU game mode.

Author Biographies

André Almo, Technological University Dublin

André Almo is a PhD student at Technological University Dublin, focusing on Digital Game-Based Learning in mathematics education. With a background in Biomedical Science and a Master's in Food, Nutrition, and Health, his research interests include neuroscience, education, and game design, aiming to make science education engaging and accessible.

Maíra Amaral, Technological University Dublin

Maíra Amaral is a research assistant at Technological University Dublin. With a background in Social Communication and a Master's in Communications, she is passionate about data, tech and social impact. Maíra has experience in teaching, video production, management and marketing.

Mariana Rocha

Dr. Mariana Rocha is a lecturer at the School of Computer Science, Technological University Dublin. She focuses on game-based learning and STEM education. She co-founded the Happy Maths project, developed the educational video game "Once Upon a Maths” and has experience producing multimedia STEM content for children.

Attracta Brennan, University of Galway

Dr. Attracta Brennan is a lecturer in the School of Computer Science at the University of Galway. She focuses on adaptive learning systems, game-based learning, AR/VR, and medical informatics. She works in health analytics projects and supervises PhDs on topics like maths games and VR environments for dementia care​.

Pierpaolo Dondio, Technological University Dublin

Dr. Pierpaolo Dondio is a Lecturer in Computer Science at Technological University Dublin. His research focuses on Artificial Intelligence, machine learning, and game-based learning, particularly in educational contexts. He leads the Happy Maths project, which aims to make math education more engaging and inclusive through innovative game design.

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Published

2024-10-07