A Fun-Accuracy Trade-Off in Game-Based Learning

  • Simon GreiplEmail author
  • Manuel Ninaus
  • Darlene Bauer
  • Kristian Kiili
  • Korbinian Moeller
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 11385)


The present paper illustrates that the game-based implementation of a learning task - here to train basic math skills - entails benefits with strings attached. We developed a game for learning math with its core element based on the number line estimation task. In this task, participants have to indicate the position of a target number on a number-line, which is thought to train basic numerical skills. Participants completed both the game on a mobile device and a conventional paper-pencil version of the task. They indicated to have significantly more fun using the game-based environment. However, they also made considerably higher estimation errors in the game compared to the paper-pencil version. In this case, more fun in a math-learning task was ultimately bought at the expense of lower reliability, namely lowered accuracy of estimations in the learning game. This fun-accuracy trade-off between adding elements for enjoyment and clarity of content is discussed together with the consequences for game-design.


Game-based learning Reliability Enjoyment Number-line estimation User-experience Mathematics 


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Copyright information

© Springer Nature Switzerland AG 2019

Authors and Affiliations

  1. 1.Leibniz-Institut Für WissensmedienTübingenGermany
  2. 2.Department of PsychologyEberhard-Karls UniversityTuebingenGermany
  3. 3.TUT Game LabTampere University of TechnologyPoriFinland
  4. 4.LEAD Graduate School and Research NetworkUniversity of TuebingenTübingenGermany

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