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Multi Media e-Learning Software TRIANGLE Case-Study: Experimental Results and Lessons Learned

Andreas Holzinger (Medical University of Graz, Austria)

Arnold Pichler (Graz University of Technology, Austria)

Hermann Maurer (Graz University of Technology, Austria)

Abstract: This paper reports on results of experiments carried out with TRIANGLE. The software has been designed and developed since 2001 in several modifications as an experimental prototype for an interactive multimedia learning object. During the design, it was essential to provide a user interface with good usability in order to support the teachers with only a minimum knowledge of computers. It was also necessary to provide a simple data structure and open architecture including runtime evaluation. The basic idea was to provide a quiz show game in order to uphold as strong a level of motivation as possible. The purpose of this prototype was to test the efficiency of three main psychological concepts in terms of learning: motivation, incidental learning, and something we call the Tamagotchi effect, which refers to the concept of personal responsibility. A pre-test/post-test control group design was chosen. The experiments were carried out in real-life classroom settings including N=44 K8 students. Mathematics was chosen as the subject. Three hypotheses were tested: 1) This game based learning software provides a level of motivation high enough to make learning fun, even with less popular subjects; 2) Chunks of knowledge mixed into informational text, within a hypertext structure, are efficient enough to facilitate student learning; 3) An additional virtual partner (avatar), to which a student feels personal responsibility, further increases motivation. Based on the results of our studies, hypotheses 1 and 2 could be proven, however, not hypothesis 3. Consequently, TRIANGLE can stimulate learning by making unpopular subjects fun; incidental learning can increase the process of integrating new knowledge; however, no positive effect could be measured of the personal responsibility for the avatar, possibly due to the low occurrence of personalization within the experimental settings.

Keywords: gaming, platforms, tools, Tamagotchi-effect, application, eLearning systems - technology, educational multimedia software, game-based learning, incidental learning, motivation, technology enhanced learning

Categories: TH.AP, TO.27, TO.6, TO.7