Fraction and Percentage Adventure: A Twine-Based Educational Game for Grade 5 Learners
Game Design and Educational Rationale
Fraction and Percentage Adventure is an interactive game built in Twine for Year 5 learners, combining storytelling with embedded multimodal tasks delivered via Wordwall, Quizizz, Educaplay, and YouTube. The design reflects a cultural shift toward gamified, story-driven digital learning, meeting the growing need for student-centred tools aligned with 21st-century education (Prensky, 2001).
Grounded in constructivist theory (Schunk, 2008), the game enables learners to build mathematical understanding through narrative problem-solving. Players navigate a storyline where they apply fractions and percentages in real-life contexts. These tasks are not presented as standalone drills but are woven into the story, enabling meaningful content application. This approach supports Gee’s (2007) notion that “good video games incorporate learning principles” by challenging players within a “regime of competence.”
Gamification strategies such as instant feedback, rewards, and branching choices boost motivation and learner autonomy (Kapp, 2012). Students become active participants in the narrative, echoing McGonigal’s (2011) idea of “urgent optimism”—the belief that effort can lead to meaningful outcomes. External tools offer multimodal reinforcement, making abstract math concepts tangible and engaging.
The game also fosters participatory learning by creating space for exploration, failure, and safe retries, hallmarks of digital literacy (Squire & Jenkins, 2011). Twine’s non-linear format allows students to “choose their own learning adventure,” promoting autonomy and deeper engagement. This aligns with GALA Conference (2019) findings that branching storylines increase immersion and enhance conceptual learning.
Technical Execution and User Experience
Technically, the game operates smoothly across browsers without requiring installation. Its interface is intuitive and age-appropriate, incorporating minimal text, supportive visuals, and audio cues to ensure accessibility. Navigation through Twine’s hyperlink system maintains low cognitive load, and embedded external tools are integrated using iframe and redirection techniques. The game is also scalable, making it adaptable to other math topics and year levels. The user experience supports curiosity, persistence, and replayability—qualities central to effective digital pedagogy (Whitton & Moseley, 2019).
In developing Fraction and Percentage Adventure, I integrated a diverse range of multimodal resources to boost engagement and interactivity. These include sound effects (via Soundjay and SoundCloud), instructional videos (YouTube), educational games (Wordwall, Educaplay, Quizizz), and rich visuals (PNGs and GIFs from Canva and Imgur).
Gameplay is enhanced through dynamic mechanics such as timed challenges, bonus points, competitive leaderboards, and decision-driven branching. These features increase excitement, support differentiated learning and reinforce mathematical understanding through repetition and variation. Collectively, they contribute to an immersive experience that nurtures motivation, autonomy, and skill mastery (Kapp, 2012; McGonigal, 2011).
Visualizations
Reflection and Critical Analysis
Developing Fraction and Percentage Adventure has deepened my understanding of how storytelling and gamification can meaningfully support curriculum learning. I revised the design to clarify learning outcomes, ensure smooth integration between Twine and external tools, and build a stronger narrative arc to maintain student engagement. This iteration emphasises coherence, technical flow, and the real-world application of fractions and percentages in culturally relevant contexts.
The project reflects broader shifts in digital culture toward experiential, emotionally resonant learning (McGonigal, 2011). By inviting students to play, experiment, and reflect, the game replaces passive worksheet-based tasks with interactive, choice-driven experiences. The use of Twine, a free, open-source platform, also embodies an equity-conscious approach, enabling access in low-resource settings (Prensky, 2001).
Moving forward, I intend to integrate voice narration and learner analytics, aligning with Ifenthaler et al. (2012) to promote inclusivity and formative assessment. I also plan to gather feedback from students and educators to refine reflective questions that challenge learners to evaluate their own decisions, an approach rooted in co-creative and participatory learning models (Squire & Jenkins, 2011; Gee, 2007).
Embedding the adventure in a “secondary world” where learners act as empowered digital citizens connects gameplay with real-world responsibilities (Whitton & Moseley, 2019). This approach not only strengthens curricular understanding but also affirms students’ roles as active participants in their own learning journeys. Overall, the project demonstrates how thoughtful game design can make education more engaging, accessible, and ethically grounded.
Conclusion
Fraction and Percentage Adventure demonstrates how game-based, multimodal learning can powerfully support curriculum goals through interactive storytelling. By embedding mathematical concepts in real-world contexts, the project fosters deep engagement, autonomy, and critical thinking. Its accessible design, grounded in educational theory, promotes equitable, participatory learning and encourages meaningful feedback and reflection. This project affirms the potential of digital tools to make mathematics more relevant, dynamic, and learner-centered.
References
Assessment in game-based learning: Foundations, innovations, and perspectives. (2012). In D. Ifenthaler, D. Eseryel, & X. Ge (Eds.), Springer eBooks. Springer. https://doi.org/10.1007/978-1-4614-3546-4
GALA (Conference: Games and Learning Alliance) Palermo, Italy) 2018: (2019). Games and learning alliance: 7th International Conference, GALA 2018, Palermo, Italy, December 5-7, 2018, Proceedings (M. Gentile, M. Allegra, & H. Söbke, Eds.). Springer. https://doi.org/10.1007/978-3-030-11548-7
Gee, J. P. (2007). What video games have to teach us about learning and literacy (Rev. and updated ed). Palgrave Macmillan. https://archive.org/details/whatvideogamesha0000geej_q9p3
Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. Pfeiffer.
McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. The Penguin Press. https://educacaofisicaaefcps.wordpress.com/wp-content/uploads/2018/07/reality_is_broken.pdf
Prensky, M. (2001). Digital game-based learning. McGraw-Hill. https://marcprensky.com/writing/Prensky%20-%20Ch1-Digital%20Game-Based%20Learning.pdf
Schunk, D. H. (2008). Learning theories: An educational perspective (Fifth edition). Pearson/Merrill Prentice Hall. https://archive.org/details/daleh.schunklearningtheoriesaneducational.
Squire, K., & Jenkins, H. (2011). Video games and learning: Teaching and participatory culture in the digital age. Teachers College Press. https://archive.org/details/videogameslearni0000squi
Whitton, N., & Moseley, A. (2019). Playful learning: Events and activities to engage adults. Routledge. https://doi.org/10.4324/9781351021869
