Brain Training and Motivation in Math Class 1
Brain Training and Motivation in Math Class 1
Brain Training and Motivation in Math Class 1
Research Proposal: Brain Training and its Effects on Motivation in Math Classrooms
Alex Lemon
University of British Columbia
ETEC 500
J. McCracken
April 15, 2013
Research Proposal: Brain Training and its Affects on Motivation in Math Classrooms
Using technology to find ways to engage students in active, motivating and
meaningful learning opportunities is becoming a priority for more educators and students
around the world each day. Computer based brain training games are emerging as a tool
that may provide students with just these sorts of opportunities. Brain training games
combine tantalizing aspects of traditional video games with varying levels of educational
content. The most important question that faces computer based brain training is, do the
effects of brain training generalize to other cognitive and social/emotional domains?
As a special educator at the middle school level, it seems clear that a significant
number of students struggle with motivation to engage in math activities in class. For
some students it appears to be related to perceptions of difficulties with underlying math
skills and understanding. For others it could be related to the way in which classroom
activities are structured. Whatever the case, helping to improve student motivation in
math class has to be an important area of focus for educational researchers, school
districts and math teachers alike.
Research into the effects of computer based brain training has focused primarily
on achievement. The work that has been done regarding motivation has been focused on
motivation to engage in more brain training activities or towards the subject of math in
general. The general focus of this research proposal is the effects that computer-based
training games have on levels of motivation in classroom activities.
Keywords: digital game-based learning environments (DGBLEs), brain training games,
mathematics instruction, motivation
1. Problem Statement
This research proposal is focused specifically on determining what effects, if any,
computer-based training games have on levels of motivation in middle school math
classes when conducted in math class and outside of math class? Other questions related
to this topic emerge such as: are the motivational gains from computer based-brain
training limited to the tasks themselves? Can low levels of motivation in math students
increase significantly as a result of computer based brain training?
2. Literature Review
Examining the effects of computer-based brain training games in education is
becoming an increasingly popular area of research. A review of the current literature
concerning DGBLEs, brain training games, motivation and mathematics revealed four
major themes that will be discussed in the literature review that follows. These themes
can be described as: DGBLEs increase skills related to the tasks involved, DGBLEs
improve students attitudes towards specific school subjects and activities, DGBLEs
involve learning strategies that can be utilized in the classroom and DGBLEs and the
factors that effect motivation.
Digital Game-Based Learning Environments and Skill Acquisition
A growing body of research supports the idea that digital game-based learning
games, such as brain training games, can improve specific cognitive skill sets (Miller &
Robertson, 2009; Kebritchi, Hirumi, & Bai, 2010; Otta & Tavella, 2010;
Divjak & Tomic, 2011; Hamlen, 2011; Rabipour & Raz, 2012; Tsai, Yu, &
Hsiao, 2012). For example Divjak & Tomic (2011) found that there were
significant gains in achievement compared to those students that did
a tool that is engaging and practical but also improves students self-concept and grasp of
basic mathematical facts (Main & ORourke, 2011). Self-concept and
achievement can become positively intertwined through DGBLEs.
Increased levels of achievement lead to a greater sense of selfconcept. A greater sense of self-concept will lead to increased
achievement (Main & ORourke, 2011). No doubt this positive feedback
loop contributes to an increase in motivation to continue to engage in
meaningful learning activities.
DGBLEs also take advantage of the idea of flow, a term coined
by Csikszentmihalyi that refers to the state in which a person finds themself when they
are completely motivated and engaged in taking part in a specific activity (Hamlen, 2011,
p. 533). Motivation to continue with the task at hand is strong in this state and people can
experience a disconnection with the passage of time (Hamlen, 2011). DGBLEs can
adjust the user experience to an appropriate level of challenge for users allowing them to
take full advantage of being in a state of flow.
Conclusions
Research regarding achievement has been the primary focus of DGBLE studies.
Research has also been conducted on the effects of DGBL on motivation levels (Miller
& Robinson, 2009; Kebritchi et al., 2010; Otta & Tavella, 2010; Divjak &
Tomic, 2011; Hamlen, 2011; Ghergulescu & Muntean, 2012) though
focused on investigating general feelings of motivation and self-esteem
or motivation to continue working with DBGLEs. This study seeks to
explore whether or not motivation to engage in math class is affected
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(2010) before, during and after intervention. Students will also take
part in structured interviews (Appendix B) to further assess levels of
motivation before, during and after intervention.
Participants
Ninety students in three middle school grade eight classrooms (ages 13-14) in the
Greater Victoria area, as well as their teachers, will be involved in the study. All three
schools will be selected on the basis of similar socio-economic conditions. Socioeconomic levels can be approximated through comparing official school data relating to
the number of free school lunches provided (Miller & Robertson, 2009). These classes
would be divided into two treatment groups and one control group.
Instruments and Materials
This study will employ quantitative and qualitative methods to gather data
regarding motivation in math class. The quantitative instrument is a 20-question
motivation survey. The questions are straightforward and use language appropriate for
the age of students involved. This survey would be administered to each of the three
groups before the treatment begins, half way through treatment (4 weeks), immediately
after treatment and again 3 months after treatment has been completed.
Structured interviews will also take place at the same time intervals as the
motivational survey. The 7 open-ended interview questions relate directly to motivation
as well as to the questions on the quantitative survey. The purpose of the interview is to
allow students the opportunity to elaborate on several key concepts regarding the
relationship between brain training, motivation and their math class.
Access to technology will also be important for this study. One treatment group
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will need access to computers in their math class for the duration of the 8-week study.
The second treatment group will need access to computers at home or at school to
complete their daily brain training as well.
Procedure
This study will take place at three different middle schools in the Greater Victoria area,
with three separate grade 8 classes. The study would begin with discussions with all
three teachers regarding their roles in the project. The two teachers that would be
working with Lumosity either directly or indirectly would need time to familiarize
themselves with the system before beginning the intervention. Once the intervention was
over, it would be appropriate to allow the control group the opportunity to work with
Lumosity as well. Prior to the study the teacher in the control group would be directed
not to change anything about their daily math instruction throughout the experiment.
The experiment would begin with administration of the motivational survey as
well as the initial structured interviews with each student. Members of the research team
will administer these surveys and conduct these interviews. Once these are completed
then the treatment groups can begin their daily work with Lumosity for the 8-week
period. The first treatment group would use Lumosity each day for 25 minutes in their
math class. The classroom teacher will facilitate this process. The second treatment
group would involve students accessing Lumosity at home to conduct their 25-minute
daily brain training activities. Students that do not have access to a computer at home
can be provided with access at the school outside of the math class. The teacher can
work together with students and parents to ensure that students have an opportunity to
complete their daily training. The control group will continue with their classroom based
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the levels of the control group. This will provide results that relate directly to the
research focus. There will also likely be interesting data that can be used to help shape
future classroom instruction as well. Examining the data for patterns in students
responses such as frequently high or low scores to specific questions could provide
valuable insight into areas of instruction and student support that need to be addressed or
are working well to meet the needs of students.
The data collected during the structured interviews will be used to provide insight
as to why certain results occurred for students. Results will be examined by the research
team and collectively broken down into a coding system based on themes that emerge
from the responses. A minimum of two researchers will then score the qualitative items
in relation to the coding framework to ensure that the results collected are reliable (Gay
et al., 2012). Once the data has been collected then it will be
categorized by its respective codes. Particularly relevant will be the
responses of students that expressed low and high motivation towards
math class on the survey. These responses may also help provide
insight into areas of instruction and student support that need to be
addressed or are working well.
Figure 1. Treatment and Control Groups Information
Experimental
Groups
Intervention:
8 Weeks
Treatment Group
1
25 minute daily
brain training in
math class
25 minute daily
brain training at
home or at
Treatment Group
2
Quantitative Data
Collection:
Before/During/Afte
r
20-question
Motivational
Survey
20-question
Motivational
Survey
Qualitative Data
Collection:
Before/During /After
Structured interviews
regarding motivation
Structured interviews
regarding motivation
Control Group
school (outside
of math class)
No brain
training
20-question
Motivational
Survey
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Structured interviews
regarding motivation
4.ScheduleofActivities
Prior to the experiment beginning the research team will meet with the teachers
involved to discuss the research, background, procedures and programs that will be used
during the experiment. Parental consent will be obtained and any questions or concerns
raised by parents can be addressed before the experiment begins. At this point the
teachers will have the opportunity to access the programs and prepare for their use at the
school. There will be a period of several weeks during which teachers can become
comfortable using Lumosity, asking any questions they may still have and resolve any
issues that arise during this point in the process. During this period the research team
will conduct the initial surveys and interviews regarding motivation with the students
involved.
Once the experiment begins students will begin to use Lumosity in the manner
prescribed for their treatment group. This will continue until 4 weeks have passed at
which point the second round of motivational surveys and interviews will be conducted
again.
Students will continue using Lumosity for another four weeks until the
experimental period of 8 weeks is complete. At this point the motivational surveys and
interviews will be conducted again. After a period of three months passes since the
intervention has taken place, a final round of motivational surveys and interviews will be
conducted to complete the data collection process of the experiment.
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5.Discussion
SignificanceandPossibleImplicationsoftheStudy
TheuseofDGBLEsseemsmoreandmorelikelyastechnologyismorereadily
adoptedinschoolsandstudentscontinuetoinvestmoreoftheirtimeengagedwith
technology.PreviouslyconductedresearchindicatesthatbraintrainingandDGBLEs
generallyincreaseachievementandfeelingsofselfesteemwithstudents.Thisresearch
proposalattemptstodeterminethemosteffectivesettingforuseofbraintraining
computergamestobuildmotivationformiddleschoolmathstudents.Theimplications
couldbesignificantduetomathswaninglevelsofpopularityamongstudentsand
teachers(Main & ORourke, 2011). If using computer-based brain training programs can
help increase motivation to engage in traditional math class, then brain training can start
to substantiate long suspect claims on generalizability. At that point, further research
would need to take place regarding the extents to which brain training in different settings
can improve cognitive, academic and behavioural capacities.
RelationshipofFindingstoLiterature
Otta&Tavella(2010)statethatfurtherresearchmustbedonetodeterminethe
effectsofDGBLEsinothercontexts/computerbasedlearningenvironments(p.14).
Thisisagoalthatsomeresearchersfeelstronglyhasnotbeenachieved(Rabipour &
Raz, 2012).Kebritchi et al. (2010)foundevidencethatbraintrainingmaybe
locationspecific,asstudentsthatdidtheirtraininginclassandinthecomputerlabhad
higherlevelsofmotivationgenerally,thanthosethatonlydidtheirtraininginthe
computerlabordidnotrainingatall.AsMillerandRobinson(2009)note,studentsare
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notalwaysabletomaketheconnectionsbetweenimprovementstheyhavemadewith
DGBLEsandincreasedconfidenceintheclassroomwhenthegamesarecompletedin
differentcontextsandsettings.Asaresult,motivationaleffectsofbraintrainingmaynot
presentthemselvesunlesscompletedinthesettingwithwhichtheyshouldbeassociated.
Thisstudyseekstoclarifywhetherornotmotivationtoengageinmathclassisaffected
bycompletingtrainingentirelyduringmathclass,entirelyoutsideofmathclassor
withoutdoinganytrainingatall.Itisthehopethatthisresearchcontributestothe
ongoingconversationregardingbraintraining,motivationandgeneralizability.
References
Divjak, B. & Tomic, D. (2011). The impact of game-based learning on
the achievement of learning goals and motivation for learning
mathematics - literature review. Journal of Information and
Organizational Sciences, 35(1), 15-30.
Gay, L. R., Mills, G. E., & Airasian, P. (2012). Educational research: Competencies for
analysis and applications (10th ed.). Upper Saddle Ridge, NJ: Pearson Publishing.
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Kebritchi, M., Hirumi, A., & Bai, H. (2010) The effects of modern
mathematics computer games on mathematics achievement and
class motivation. Computers & Education, 55(2), 427-443.
Main, S. & ORourke, J. (2011). New directions for traditional lessons: can
handheld game consoles enhance mental mathematics skills? Australian Journal of
Teacher Education, 36(2), 43-55.
Miller, D.J., & Robertson, D.P. (2009). Using a games console in the
primary classroom:
effects of brain training programme on computation and self-
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Otta, R. & Tavella, M. (2010). Motivation and engagement in computerbased learning tasks: investigating key contributing factors.
World Journal of Educational Technology, 2(1), 1-15.
Rabipour, S. & Raz, A. (2012). Training the brain: fact and fad in
cognitive and behavioural remediation. Brain and Cognition,
79(2), 159-179.
Tsai, F.-H., Yu, K.-C., & Hsiao, H.-S. (2012). Exploring the Factors Influencing Learning
Effectiveness in Digital Game-based Learning. EducationalTechnology&Society,
15(3), 240250.
Appendix A
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