Game-based Learning Assessment: Quantifying Educational Efficacy of the EDURINO App

Assessing the potential and efficacy of educational apps is crucial for parents, educators and EdTech stakeholders. This paper presents evidence from two quantitative studies on EDURINO, a game-based learning app targeting children aged 4-8. It features seven subject areas and is designed to be used with an ergonomic pen that facilitates fine motor skill development and pen-holding gesture. In Study 1, parents (N = 45) used a validated index (Kolak et al., 2021) to evaluate the app’s educational potential across 10 features. In study 2, a larger cohort of parents (N = 235) reported on their children’s school readiness and fine motor skills. Specifically, we adapted the Brief Early Skills and Support Index (BESSI) to measure changes in behaviours and cognition. We also included items from the Child Development Inventory and Ages and Stages Questionnaire to assess fine motor skills. Study 1 results indicated high ratings for EDURINO’s meaningful learning and social interactions, but lower for adaptive learning. Parents’ evaluation of EDURINO did not differ by child gender, age, or subject area, but varied with parental education level (the higher the educational attainment, the lower the ratings). Study 2 found that there were statistically significant improvements in children’s behavioural and cognitive development as well as fine motor skills after playing EDURINO. Changes in those areas were independent of children’s age, gender, and subject area. Moreover, children’s improvements were positively correlated with the length of playing. However parental engagement level influenced and was negatively associated with children’s improvements in EDURINO targeted area. Overall, these studies provide evidence on EDURINO’s efficacy while highlighting the necessity for improvement with personalised and adaptive learning. The importance of transparency and collaboration between academia and industry, along with the influence of demographic factors are discussed.

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Publication Details

Journal
European Conference on Games Based Learning
Published
2024-10-07
DOI
https://doi.org/10.34190/ecgbl.18.1.2662
Primary Topic
Education and Learning Interventions
Type
article
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article

Game-based Learning Assessment: Quantifying Educational Efficacy of the EDURINO App

Ning Ding, Nicola Susan Clayton, Franziska Meyer, Nastassia Sidarto et al.
European Conference on Games Based Learning
Education and Learning Interventions
article

Game-based Learning Assessment: Quantifying Educational Efficacy of the EDURINO App

Ning Ding, Nicola Susan Clayton, Franziska Meyer, Nastassia Sidarto, Irene Klemm
article en

Abstract

Assessing the potential and efficacy of educational apps is crucial for parents, educators and EdTech stakeholders. This paper presents evidence from two quantitative studies on EDURINO, a game-based learning app targeting children aged 4-8. It features seven subject areas and is designed to be used with an ergonomic pen that facilitates fine motor skill development and pen-holding gesture. In Study 1, parents (N = 45) used a validated index (Kolak et al., 2021) to evaluate the app’s educational potential across 10 features. In study 2, a larger cohort of parents (N = 235) reported on their children’s school readiness and fine motor skills. Specifically, we adapted the Brief Early Skills and Support Index (BESSI) to measure changes in behaviours and cognition. We also included items from the Child Development Inventory and Ages and Stages Questionnaire to assess fine motor skills. Study 1 results indicated high ratings for EDURINO’s meaningful learning and social interactions, but lower for adaptive learning. Parents’ evaluation of EDURINO did not differ by child gender, age, or subject area, but varied with parental education level (the higher the educational attainment, the lower the ratings). Study 2 found that there were statistically significant improvements in children’s behavioural and cognitive development as well as fine motor skills after playing EDURINO. Changes in those areas were independent of children’s age, gender, and subject area. Moreover, children’s improvements were positively correlated with the length of playing. However parental engagement level influenced and was negatively associated with children’s improvements in EDURINO targeted area. Overall, these studies provide evidence on EDURINO’s efficacy while highlighting the necessity for improvement with personalised and adaptive learning. The importance of transparency and collaboration between academia and industry, along with the influence of demographic factors are discussed.

European Conference on Games Based LearningVol. 18(1)
University of Cambridge (GB)
Openalex Percentile: Top 66%
Education and Learning Interventions
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