Sample records for game-based learning system

  1. 3D Game-Based Learning System for Improving Learning Achievement in Software Engineering Curriculum

    ERIC Educational Resources Information Center

    Su,Chung-Ho; Cheng, Ching-Hsue

    2013-01-01

    The advancement of game-based learning has encouraged many related studies, such that students could better learn curriculum by 3-dimension virtual reality. To enhance software engineering learning, this paper develops a 3D game-based learning system to assist teaching and assess the students' motivation, satisfaction and learning achievement. A…

  2. Effects of Anxiety Levels on Learning Performance and Gaming Performance in Digital Game-Based Learning

    ERIC Educational Resources Information Center

    Yang, J. C.; Lin, M. Y. D.; Chen, S. Y.

    2018-01-01

    Anxiety plays an influential role in foreign language learning. However, a lack of attention was paid to examining the effects of anxiety levels on learning performance and gaming performance in digital game-based learning. To this end, this study developed a game-based English learning system and investigated how different levels of anxiety…

  3. A Computer-Assisted Learning Model Based on the Digital Game Exponential Reward System

    ERIC Educational Resources Information Center

    Moon, Man-Ki; Jahng, Surng-Gahb; Kim, Tae-Yong

    2011-01-01

    The aim of this research was to construct a motivational model which would stimulate voluntary and proactive learning using digital game methods offering players more freedom and control. The theoretical framework of this research lays the foundation for a pedagogical learning model based on digital games. We analyzed the game reward system, which…

  4. Using Game-Based Cooperative Learning to Improve Learning Motivation: A Study of Online Game Use in an Operating Systems Course

    ERIC Educational Resources Information Center

    Jong, Bin-Shyan; Lai, Chien-Hung; Hsia, Yen-Teh; Lin, Tsong-Wuu; Lu, Cheng-Yu

    2013-01-01

    Many researchers have studied the use of game-based learning. Game-based learning takes many forms, including virtual reality, role playing, and performing tasks. For students to learn specific course content, it is important that the selected game be suited to the course. Thus far, no studies have investigated the use of game-based cooperative…

  5. A Web-Based Learning Support System for Inquiry-Based Learning

    NASA Astrophysics Data System (ADS)

    Kim, Dong Won; Yao, Jingtao

    The emergence of the Internet and Web technology makes it possible to implement the ideals of inquiry-based learning, in which students seek truth, information, or knowledge by questioning. Web-based learning support systems can provide a good framework for inquiry-based learning. This article presents a study on a Web-based learning support system called Online Treasure Hunt. The Web-based learning support system mainly consists of a teaching support subsystem, a learning support subsystem, and a treasure hunt game. The teaching support subsystem allows instructors to design their own inquiry-based learning environments. The learning support subsystem supports students' inquiry activities. The treasure hunt game enables students to investigate new knowledge, develop ideas, and review their findings. Online Treasure Hunt complies with a treasure hunt model. The treasure hunt model formalizes a general treasure hunt game to contain the learning strategies of inquiry-based learning. This Web-based learning support system empowered with the online-learning game and founded on the sound learning strategies furnishes students with the interactive and collaborative student-centered learning environment.

  6. Humour in Game-Based Learning

    ERIC Educational Resources Information Center

    Dormann, Claire; Biddle, Robert

    2006-01-01

    This paper focuses on the benefits and utilisation of humour in digital game-based learning. Through the activity theory framework, we emphasise the role of humour as a mediating tool which helps resolve contradictions within the activity system from conjoining educational objectives within the computer game. We then discuss the role of humour…

  7. Foundations of Game-Based Learning

    ERIC Educational Resources Information Center

    Plass, Jan L.; Homer, Bruce D.; Kinzer, Charles K.

    2015-01-01

    In this article we argue that to study or apply games as learning environments, multiple perspectives have to be taken into account. We first define game-based learning and gamification, and then discuss theoretical models that describe learning with games, arguing that playfulness is orthogonal to learning theory. We then review design elements…

  8. A Game Based e-Learning System to Teach Artificial Intelligence in the Computer Sciences Degree

    ERIC Educational Resources Information Center

    de Castro-Santos, Amable; Fajardo, Waldo; Molina-Solana, Miguel

    2017-01-01

    Our students taking the Artificial Intelligence and Knowledge Engineering courses often encounter a large number of problems to solve which are not directly related to the subject to be learned. To solve this problem, we have developed a game based e-learning system. The elected game, that has been implemented as an e-learning system, allows to…

  9. The Construction of an Online Competitive Game-Based Learning System for Junior High School Students

    ERIC Educational Resources Information Center

    Cheng, Yuh-Ming; Kuo, Sheng-Huang; Lou, Shi-Jer; Shih, Ru-Chu

    2012-01-01

    The purpose of this study aimed to construct an online competitive game-based learning system by using freeware for junior high school students and to assess its effectiveness. From the learning standpoints, game mechanisms including learning points, competition mechanism, training room mechanism, questioning & answering mechanism, tips, and…

  10. Can Learning Motivation Predict Learning Achievement? A Case Study of a Mobile Game-Based English Learning Approach

    ERIC Educational Resources Information Center

    Tsai, Chia-Hui; Cheng, Ching-Hsue; Yeh, Duen-Yian; Lin, Shih-Yun

    2017-01-01

    This study applied a quasi-experimental design to investigate the influence and predictive power of learner motivation for achievement, employing a mobile game-based English learning approach. A system called the Happy English Learning System, integrating learning material into a game-based context, was constructed and installed on mobile devices…

  11. Using Games-Based eLearning Technologies in Overcoming Difficulties in Teaching Information Systems

    ERIC Educational Resources Information Center

    Connolly, Thomas; Stanfield, Mark

    2006-01-01

    The contributions of this research center on two major areas: delineation of a new model of distance education in which the authors identify three generations of eLearning; and examination of how eLearning and games-based eLearning technologies can be used to enrich the Information Systems (IS) learning experiences of students with different…

  12. Gameplay Engagement and Learning in Game-Based Learning: A Systematic Review

    ERIC Educational Resources Information Center

    Abdul Jabbar, Azita Iliya; Felicia, Patrick

    2015-01-01

    In this review, we investigated game design features that promote engagement and learning in game-based learning (GBL) settings. The aim was to address the lack of empirical evidence on the impact of game design on learning outcomes, identify how the design of game-based activities may affect learning and engagement, and develop a set of general…

  13. From the Games Industry: Ten Lessons for Game-Based Learning

    ERIC Educational Resources Information Center

    Hollins, Paul; Whitton, Nicola

    2011-01-01

    This paper draws on lessons learned from the development process of the entertainment games industry and discusses how they can be applied to the field of game-based learning. This paper examines policy makers and those wishing to commission or develop games for learning and highlights potential opportunities as well as pitfalls. The paper focuses…

  14. Video Game Based Learning in English Grammar

    ERIC Educational Resources Information Center

    Singaravelu, G.

    2008-01-01

    The study enlightens the effectiveness of Video Game Based Learning in English Grammar at standard VI. A Video Game package was prepared and it consisted of self-learning activities in play way manner which attracted the minds of the young learners. Chief objective: Find out the effectiveness of Video-Game based learning in English grammar.…

  15. [Applying Game-Based Learning in Nursing Education: Empathy Board Game Learning].

    PubMed

    Lu, Chueh-Fen; Wu, Shu-Mei; Shu, Ying-Mei; Yeh, Mei-Yu

    2018-02-01

    Attending lectures and reading are two common approaches to acquiring knowledge, while repetitive practice is a common approach to acquiring skills. Nurturing proper attitudes in students is one of the greatest challenges for educators. Health professionals must incorporate empathy into their practice. Creative teaching strategies may offer a feasible approach to enhancing empathy-related competence. The present article focuses on analyzing current, empathy-related curriculums in nursing education in Taiwan, exploring the concepts of empathy and game-based learning, presenting the development of an empathy board game as a teaching aid, and, finally, evaluating the developed education application. Based on the learner-centered principle, this aid was designed with peer learning, allowing learners to influence the learning process, to simulate the various roles of clients, and to develop diverse interpersonal dialogues. The continuous learning loops were formed using the gamification mechanism and transformation, enabling students to connect and practice the three elements of empathy ability: emotion, cognition and expression. Via the game elements of competition, interaction, storytelling, real-time responses, concretizing feedback, integrated peer learning, and equality between teachers and students, students who play patient roles are able to perceive different levels of comfort, which encourages the development of insight into the meaning of empathy. Thereby, the goals of the empathy lesson is achievable within a creative game-based learning environment.

  16. Designing Science Learning with Game-Based Approaches

    ERIC Educational Resources Information Center

    Liu, Min; Rosenblum, Jason A.; Horton, Lucas; Kang, Jina

    2014-01-01

    Given the growing popularity of digital games as a form of entertainment, educators are interested in exploring using digital games as a tool to facilitate learning. In this study, we examine game-based learning by describing a learning environment that combines game elements, play, and authenticity in the real world for the purpose of engaging…

  17. An overview of game-based learning in building services engineering education

    NASA Astrophysics Data System (ADS)

    Alanne, Kari

    2016-03-01

    To ensure proper competence development and short graduation times for engineering students, it is essential that the study motivation is encouraged by new learning methods. In game-based learning, the learner's engagement is increased and learning is made meaningful by applying game-like features such as competition and rewarding through virtual promotions or achievement badges. In this paper, the state of the art of game-based learning in building services engineering education at university level is reviewed and discussed. A systematic literature review indicates that educational games have been reported in the field of related disciplines, such as mechanical and civil engineering. The development of system-level educational games that realistically simulate work life in building services engineering is still in its infancy. Novel rewarding practices and more comprehensive approaches entailing the state-of-the-art information tools such as building information modelling, geographic information systems, building management systems and augmented reality are needed in the future.

  18. Encouraging Engagement in Game-Based Learning

    ERIC Educational Resources Information Center

    Whitton, Nicola

    2011-01-01

    It is a common misconception that game-based learning is, by its very nature, engaging for the majority of learners. This is not necessarily the case, particularly for learners in Higher Education who may need to be persuaded of the value of learning games. For some learners, games may simply not be perceived as engaging--either in terms of an…

  19. Game-Based Learning: A Different Perspective

    ERIC Educational Resources Information Center

    Royle, Karl

    2008-01-01

    Because the goals of games and the object of school-based learning are fundamentally mismatched, efforts to integrate games into the curriculum have largely fallen flat despite the best intentions of teachers and the gaming industry. Arguing that educational game designers should be investigating ways to get education into games rather than…

  20. Gender-Inclusive Game-Based Learning in Secondary Education

    ERIC Educational Resources Information Center

    Admiraal, Wilfried; Huizenga, Jantina; Heemskerk, Irma; Kuiper, Els; Volman, Monique; ten Dam, Geert

    2014-01-01

    Boys show a stronger preference for digital entertainment games than girls. For this reason, it may be that game-based learning is more acceptable to boys than to girls. Yet game-based learning might improve the performance of both boys and girls, depending upon the instructional design. In a quasi-experimental study with a secret-trail game,…

  1. Game-powered machine learning

    PubMed Central

    Barrington, Luke; Turnbull, Douglas; Lanckriet, Gert

    2012-01-01

    Searching for relevant content in a massive amount of multimedia information is facilitated by accurately annotating each image, video, or song with a large number of relevant semantic keywords, or tags. We introduce game-powered machine learning, an integrated approach to annotating multimedia content that combines the effectiveness of human computation, through online games, with the scalability of machine learning. We investigate this framework for labeling music. First, a socially-oriented music annotation game called Herd It collects reliable music annotations based on the “wisdom of the crowds.” Second, these annotated examples are used to train a supervised machine learning system. Third, the machine learning system actively directs the annotation games to collect new data that will most benefit future model iterations. Once trained, the system can automatically annotate a corpus of music much larger than what could be labeled using human computation alone. Automatically annotated songs can be retrieved based on their semantic relevance to text-based queries (e.g., “funky jazz with saxophone,” “spooky electronica,” etc.). Based on the results presented in this paper, we find that actively coupling annotation games with machine learning provides a reliable and scalable approach to making searchable massive amounts of multimedia data. PMID:22460786

  2. Game-powered machine learning.

    PubMed

    Barrington, Luke; Turnbull, Douglas; Lanckriet, Gert

    2012-04-24

    Searching for relevant content in a massive amount of multimedia information is facilitated by accurately annotating each image, video, or song with a large number of relevant semantic keywords, or tags. We introduce game-powered machine learning, an integrated approach to annotating multimedia content that combines the effectiveness of human computation, through online games, with the scalability of machine learning. We investigate this framework for labeling music. First, a socially-oriented music annotation game called Herd It collects reliable music annotations based on the "wisdom of the crowds." Second, these annotated examples are used to train a supervised machine learning system. Third, the machine learning system actively directs the annotation games to collect new data that will most benefit future model iterations. Once trained, the system can automatically annotate a corpus of music much larger than what could be labeled using human computation alone. Automatically annotated songs can be retrieved based on their semantic relevance to text-based queries (e.g., "funky jazz with saxophone," "spooky electronica," etc.). Based on the results presented in this paper, we find that actively coupling annotation games with machine learning provides a reliable and scalable approach to making searchable massive amounts of multimedia data.

  3. Ice Flows: A Game-based Learning approach to Science Communication

    NASA Astrophysics Data System (ADS)

    Le Brocq, Anne

    2017-04-01

    Game-based learning allows people to become immersed in an environment, and learn how the system functions and responds to change through playing a game. Science and gaming share a similar characteristic: they both involve learning and understanding the rules of the environment you are in, in order to achieve your objective. I will share experiences of developing and using the educational game "Ice Flows" for science communication. The game tasks the player with getting a penguin to its destination, through controlling the size of the ice sheet via ocean temperature and snowfall. Therefore, the game aims to educate the user about the environmental controls on the behaviour of the ice sheet, whilst they are enjoying playing a game with penguins. The game was funded by a NERC Large Grant entitled "Ice shelves in a warming world: Filchner Ice Shelf system, Antarctica", so uses data from the Weddell Sea sector of the West Antarctic Ice Sheet to generate unique levels. The game will be easily expandable to other regions of Antarctica and beyond, with the ultimate aim of giving a full understanding to the user of different ice flow regimes across the planet.

  4. A New Design Approach to Game-Based Learning

    ERIC Educational Resources Information Center

    Larsen, Lasse Juel

    2012-01-01

    This paper puts forward a new design perspective for game-based learning. The general idea is to abandon the long sought-after dream of designing a closed learning system, where students in both primary and secondary school could learn--without the interference of teachers--whatever subject they wanted while sitting in front of a computer. This…

  5. Problem-Based Educational Game Becomes Student-Centered Learning Environment

    ERIC Educational Resources Information Center

    Rodkroh, Pornpimon; Suwannatthachote, Praweenya; Kaemkate, Wannee

    2013-01-01

    Problem-based educational games are able to provide a fun and motivating environment for teaching and learning of certain subjects. However, most educational game models do not address the learning elements of problem-based educational games. This study aims to synthesize and to propose the important elements to facilitate the learning process and…

  6. Design Heuristics for Authentic Simulation-Based Learning Games

    ERIC Educational Resources Information Center

    Ney, Muriel; Gonçalves, Celso; Balacheff, Nicolas

    2014-01-01

    Simulation games are games for learning based on a reference in the real world. We propose a model for authenticity in this context as a result of a compromise among learning, playing and realism. In the health game used to apply this model, students interact with characters in the game through phone messages, mail messages, SMS and video.…

  7. Supporting online learning with games

    NASA Astrophysics Data System (ADS)

    Yao, JingTao; Kim, DongWon; Herbert, Joseph P.

    2007-04-01

    This paper presents a study on Web-based learning support systems that is enhanced with two major subsystems: a Web-based learning game and a learning-oriented Web search. The Internet and theWeb may be considered as a first resource for students seeking for information and help. However, much of the information available online is not related to the course contents or is wrong in the worse case. The search subsystem aims to provide students with precise, relative and adaptable documents about certain courses or classes. Therefore, students do not have to spend time to verify the relationship of documents to the class. The learning game subsystem stimulates students to study, enables students to review their studies and to perform self-evaluation through a Web-based learning game such as a treasure hunt game. During the challenge and entertaining learning and evaluation process, it is hoped that students will eventually understand and master the course concepts easily. The goal of developing such a system is to provide students with an efficient and effective learning environment.

  8. Collaborative learning model inquiring based on digital game

    NASA Astrophysics Data System (ADS)

    Yuan, Jiugen; Xing, Ruonan

    2012-04-01

    With the development of computer education software, digital educational game has become an important part in our life, entertainment and education. Therefore how to make full use of digital game's teaching functions and educate through entertainment has become the focus of current research. The thesis make a connection between educational game and collaborative learning, the current popular teaching model, and concludes digital game-based collaborative learning model combined with teaching practice.

  9. Developing and Assessing Teachers' Knowledge of Game-Based Learning

    ERIC Educational Resources Information Center

    Shah, Mamta; Foster, Aroutis

    2015-01-01

    Research focusing on the development and assessment of teacher knowledge in game-based learning is in its infancy. A mixed-methods study was undertaken to educate pre-service teachers in game-based learning using the Game Network Analysis (GaNA) framework. Fourteen pre-service teachers completed a methods course, which prepared them in game…

  10. Leveraging Mobile Games for Place-Based Language Learning

    ERIC Educational Resources Information Center

    Holden, Christopher L.; Sykes, Julie M.

    2011-01-01

    This paper builds on the emerging body of research aimed at exploring the educational potential of mobile technologies, specifically, how to leverage place-based, augmented reality mobile games for language learning. Mentira is the first place-based, augmented reality mobile game for learning Spanish in a local neighborhood in the Southwestern…

  11. Casual Games and Casual Learning About Human Biological Systems

    NASA Astrophysics Data System (ADS)

    Price, C. Aaron; Gean, Katherine; Christensen, Claire G.; Beheshti, Elham; Pernot, Bryn; Segovia, Gloria; Person, Halcyon; Beasley, Steven; Ward, Patricia

    2016-02-01

    Casual games are everywhere. People play them throughout life to pass the time, to engage in social interactions, and to learn. However, their simplicity and use in distraction-heavy environments can attenuate their potential for learning. This experimental study explored the effects playing an online, casual game has on awareness of human biological systems. Two hundred and forty-two children were given pretests at a Museum and posttests at home after playing either a treatment or control game. Also, 41 children were interviewed to explore deeper meanings behind the test results. Results show modest improvement in scientific attitudes, ability to identify human biological systems and in the children's ability to describe how those systems work together in real-world scenarios. Interviews reveal that children drew upon their prior school learning as they played the game. Also, on the surface they perceived the game as mainly entertainment but were easily able to discern learning outcomes when prompted. Implications for the design of casual games and how they can be used to enhance transfer of knowledge from the classroom to everyday life are discussed.

  12. Continued use of an interactive computer game-based visual perception learning system in children with developmental delay.

    PubMed

    Lin, Hsien-Cheng; Chiu, Yu-Hsien; Chen, Yenming J; Wuang, Yee-Pay; Chen, Chiu-Ping; Wang, Chih-Chung; Huang, Chien-Ling; Wu, Tang-Meng; Ho, Wen-Hsien

    2017-11-01

    This study developed an interactive computer game-based visual perception learning system for special education children with developmental delay. To investigate whether perceived interactivity affects continued use of the system, this study developed a theoretical model of the process in which learners decide whether to continue using an interactive computer game-based visual perception learning system. The technology acceptance model, which considers perceived ease of use, perceived usefulness, and perceived playfulness, was extended by integrating perceived interaction (i.e., learner-instructor interaction and learner-system interaction) and then analyzing the effects of these perceptions on satisfaction and continued use. Data were collected from 150 participants (rehabilitation therapists, medical paraprofessionals, and parents of children with developmental delay) recruited from a single medical center in Taiwan. Structural equation modeling and partial-least-squares techniques were used to evaluate relationships within the model. The modeling results indicated that both perceived ease of use and perceived usefulness were positively associated with both learner-instructor interaction and learner-system interaction. However, perceived playfulness only had a positive association with learner-system interaction and not with learner-instructor interaction. Moreover, satisfaction was positively affected by perceived ease of use, perceived usefulness, and perceived playfulness. Thus, satisfaction positively affects continued use of the system. The data obtained by this study can be applied by researchers, designers of computer game-based learning systems, special education workers, and medical professionals. Copyright © 2017 Elsevier B.V. All rights reserved.

  13. Learning Physics through Project-Based Learning Game Techniques

    ERIC Educational Resources Information Center

    Baran, Medine; Maskan, Abdulkadir; Yasar, Seyma

    2018-01-01

    The aim of the present study, in which Project and game techniques are used together, is to examine the impact of project-based learning games on students' physics achievement. Participants of the study consist of 34 9th grade students (N = 34). The data were collected using achievement tests and a questionnaire. Throughout the applications, the…

  14. Teaching with Game-Based Learning Management Systems: Exploring a Pedagogical Dungeon

    ERIC Educational Resources Information Center

    Carron, Thibault; Marty, Jean-Charles; Heraud, Jean-Mathias

    2008-01-01

    The work reported here takes place in the educational domain. The authors propose a learning environment based on a graphical representation of a course. The emergence of online multiplayer games led the authors to apply the following metaphor to the digital work environments: The method of acquiring knowledge during a learning session is similar…

  15. Cultivating Critical Game Makers in Digital Game-Based Learning: Learning from the Arts

    ERIC Educational Resources Information Center

    Denham, André R.; Guyotte, Kelly W.

    2018-01-01

    Digital games have the potential of being a transformative tool for applying constructionist principles to learning within formal and informal learning settings. Unfortunately, most recent attention has focused on instructionist games. Connected gaming provides a tantalizing alternative approach by calling for the development of games that are…

  16. For the Love of the Game: Game- Versus Lecture-Based Learning With Generation Z Patients.

    PubMed

    Adamson, Mary A; Chen, Hengyi; Kackley, Russell; Micheal, Alicia

    2018-02-01

    The current study evaluated adolescent patients' enjoyment of and knowledge gained from game-based learning compared with an interactive lecture format on the topic of mood disorders. It was hypothesized that game-based learning would be statistically more effective than a lecture in knowledge acquisition and satisfaction scores. A pre-post design was implemented in which a convenience sample of 160 adolescent patients were randomized to either a lecture (n = 80) or game-based (n = 80) group. Both groups completed a pretest/posttest and satisfaction survey. Results showed that both groups had significant improvement in knowledge from pretest compared to posttest. Game-based learning was statistically more effective than the interactive lecture in knowledge achievement and satisfaction scores. This finding supports the contention that game-based learning is an active technique that may be used with patient education. [Journal of Psychosocial Nursing and Mental Health Services, 56(2), 29-36.]. Copyright 2018, SLACK Incorporated.

  17. Parental Acceptance of Digital Game-Based Learning

    ERIC Educational Resources Information Center

    Bourgonjon, Jeroen; Valcke, Martin; Soetaert, Ronald; de Wever, Bram; Schellens, Tammy

    2011-01-01

    In research about digital game-based learning, the likely negative perceptions of parents are often enlisted as a barrier toward the adoption of games in classroom settings. Teachers, students and policy makers appear to be influenced by what parents think about games in the classroom. Therefore, it is important to study these parental beliefs…

  18. The scientific learning approach using multimedia-based maze game to improve learning outcomes

    NASA Astrophysics Data System (ADS)

    Setiawan, Wawan; Hafitriani, Sarah; Prabawa, Harsa Wara

    2016-02-01

    The objective of curriculum 2013 is to improve the quality of education in Indonesia, which leads to improving the quality of learning. The scientific approach and supported empowerment media is one approach as massaged of curriculum 2013. This research aims to design a labyrinth game based multimedia and apply in the scientific learning approach. This study was conducted in one of the Vocational School in Subjects of Computer Network on 2 (two) classes of experimental and control. The method used Mix Method Research (MMR) which combines qualitative in multimedia design, and quantitative in the study of learning impact. The results of a survey showed that the general of vocational students like of network topology material (68%), like multimedia (74%), and in particular, like interactive multimedia games and flash (84%). Multimediabased maze game developed good eligibility based on media and material aspects of each value 840% and 82%. Student learning outcomes as a result of using a scientific approach to learning with a multimediabased labyrinth game increase with an average of gain index about (58%) and higher than conventional multimedia with index average gain of 0.41 (41%). Based on these results the scientific approach to learning by using multimediabased labyrinth game can improve the quality of learning and increase understanding of students. Multimedia of learning based labyrinth game, which developed, got a positive response from the students with a good qualification level (75%).

  19. A Multi-Modal Digital Game-Based Learning Environment for Hospitalized Children with Chronic Illnesses.

    ERIC Educational Resources Information Center

    Chin, Jui-Chih; Tsuei, Mengping

    2014-01-01

    The aim of this study was to explore the digital game-based learning for children with chronic illnesses in the hospital settings. The design-based research and qualitative methods were applied. Three eight-year-old children with leukemia participated in this study. In the first phase, the multi-user game-based learning system was developed and…

  20. Earthquake: Game-based learning for 21st century STEM education

    NASA Astrophysics Data System (ADS)

    Perkins, Abigail Christine

    To play is to learn. A lack of empirical research within game-based learning literature, however, has hindered educational stakeholders to make informed decisions about game-based learning for 21st century STEM education. In this study, I modified a research and development (R&D) process to create a collaborative-competitive educational board game illuminating elements of earthquake engineering. I oriented instruction- and game-design principles around 21st century science education to adapt the R&D process to develop the educational game, Earthquake. As part of the R&D, I evaluated Earthquake for empirical evidence to support the claim that game-play results in student gains in critical thinking, scientific argumentation, metacognitive abilities, and earthquake engineering content knowledge. I developed Earthquake with the aid of eight focus groups with varying levels of expertise in science education research, teaching, administration, and game-design. After developing a functional prototype, I pilot-tested Earthquake with teacher-participants (n=14) who engaged in semi-structured interviews after their game-play. I analyzed teacher interviews with constant comparison methodology. I used teachers' comments and feedback from content knowledge experts to integrate game modifications, implementing results to improve Earthquake. I added player roles, simplified phrasing on cards, and produced an introductory video. I then administered the modified Earthquake game to two groups of high school student-participants (n = 6), who played twice. To seek evidence documenting support for my knowledge claim, I analyzed videotapes of students' game-play using a game-based learning checklist. My assessment of learning gains revealed increases in all categories of students' performance: critical thinking, metacognition, scientific argumentation, and earthquake engineering content knowledge acquisition. Players in both student-groups improved mostly in critical thinking, having

  1. Digital Game-Based Learning: What's Literacy Got to Do With It?

    ERIC Educational Resources Information Center

    Spires, Hiller A.

    2015-01-01

    Just as literacy practices are contextualized in social situations and relationships, game players establish shared language and understandings within a game; in essence, they gain fluency in specialized languages. This commentary explores the importance of digital game-based learning for schooling, the relationship between game-based learning,…

  2. Preparing Instructional Designers for Game-Based Learning: Part 1

    ERIC Educational Resources Information Center

    Hirumi, Atsusi; Appelman, Bob; Rieber, Lloyd; Van Eck, Richard

    2010-01-01

    Like many rapidly growing industries, advances in video game technology are far outpacing research on its design and effectiveness. Relatively little is understood about how to apply what we know about teaching and learning to optimize game-based learning. For the most part, instructional designers know little about game development and video game…

  3. Gamification and Game-Based Learning

    ERIC Educational Resources Information Center

    Karagiorgas, Dimitrios N.; Niemann, Shari

    2017-01-01

    In the last 10 years, gaming has evolved to the point that it is now being used as a learning medium to educate students in many different disciplines. The educational community has begun to explore the effectiveness of gaming as a learning tool and as a result two different ways of utilizing games for education have been created: Gamification and…

  4. ENGAGE: A Game Based Learning and Problem Solving Framework

    DTIC Science & Technology

    2012-07-13

    Gamification Summit 2012  Mensa Colloquium 2012.2: Social and Video Games  Seattle Science Festival  TED Salon Vancouver : http...From - To) 6/1/2012 – 6/30/2012 4. TITLE AND SUBTITLE ENGAGE: A Game Based Learning and Problem Solving Framework 5a. CONTRACT NUMBER N/A 5b...Popović ENGAGE: A Game Based Learning and Problem Solving Framework (Task 1 Month 4) Progress, Status and Management Report Monthly Progress

  5. Games for Learning

    ERIC Educational Resources Information Center

    Gee, James Paul

    2013-01-01

    Today there is a great deal of interest in and a lot of hype about using video games in schools. Video games are a new silver bullet. Games can create good learning because they teach in powerful ways. The theory behind game-based learning is not really new, but a traditional and well-tested approach to deep and effective learning, often…

  6. Investigating Science Interest in a Game-Based Learning Project

    ERIC Educational Resources Information Center

    Annetta, Leonard; Vallett, David; Fusarelli, Bonnie; Lamb, Richard; Cheng, Meng-Tzu; Holmes, Shawn; Folta, Elizabeth; Thurmond, Brandi

    2014-01-01

    The purpose of this study was to examine the effect Serious Educational Games (SEGs) had on student interest in science in a federally funded game-based learning project. It can be argued that today's students are more likely to engage in video games than they are to interact in live, face-to-face learning environments. With a keen eye on…

  7. State-of-the-Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning

    ERIC Educational Resources Information Center

    Tang, Stephen; Hanneghan, Martin

    2011-01-01

    Game-based learning harnesses the advantages of computer games technology to create a fun, motivating and interactive virtual learning environment that promotes problem-based experiential learning. Such an approach is advocated by many commentators to provide an enhanced learning experience than those based on traditional didactic methods.…

  8. A Development of Game-Based Learning Environment to Activate Interaction among Learners

    NASA Astrophysics Data System (ADS)

    Takaoka, Ryo; Shimokawa, Masayuki; Okamoto, Toshio

    Many studies and systems that incorporate elements such as “pleasure” and “fun” in the game to improve a learner's motivation have been developed in the field of learning environments. However, few are the studies of situations where many learners gather at a single computer and participate in a game-based learning environment (GBLE), and where the GBLE designs the learning process by controlling the interactions between learners such as competition, collaboration, and learning by teaching. Therefore, the purpose of this study is to propose a framework of educational control that induces and activates interaction between learners intentionally to create a learning opportunity that is based on the knowledge understanding model of each learner. In this paper, we explain the design philosophy and the framework of our GBLE called “Who becomes the king in the country of mathematics?” from a game viewpoint and describe the method of learning support control in the learning environment. In addition, we report the results of the learning experiment with our GBLE, which we carried out in a junior high school, and include some comments by a principal and a teacher. From the results of the experiment and some comments, we noticed that a game may play a significant role in weakening the learning relationship among students and creating new relationships in the world of the game. Furthermore, we discovered that learning support control of the GBLE has led to activation of the interaction between learners to some extent.

  9. Digital Game-Based Learning Once Removed: Teaching Teachers

    ERIC Educational Resources Information Center

    Becker, Katrin

    2007-01-01

    In the spring of 2005, the author designed and taught a graduate-level course on digital game-based learning primarily for teachers. Teachers cannot be expected to embrace digital games as a tool for learning unless they have a sound understanding of the potential as well as the limitations, and are confident in their ability to use games…

  10. Game-Based Experiential Learning in Online Management Information Systems Classes Using Intel's IT Manager 3

    ERIC Educational Resources Information Center

    Bliemel, Michael; Ali-Hassan, Hossam

    2014-01-01

    For several years, we used Intel's flash-based game "IT Manager 3: Unseen Forces" as an experiential learning tool, where students had to act as a manager making real-time prioritization decisions about repairing computer problems, training and upgrading systems with better technologies as well as managing increasing numbers of technical…

  11. Adapting Cognitive Walkthrough to Support Game Based Learning Design

    ERIC Educational Resources Information Center

    Farrell, David; Moffat, David C.

    2014-01-01

    For any given Game Based Learning (GBL) project to be successful, the player must learn something. Designers may base their work on pedagogical research, but actual game design is still largely driven by intuition. People are famously poor at unsupported methodical thinking and relying so much on instinct is an obvious weak point in GBL design…

  12. Exploring the Factors Influencing Learning Effectiveness in Digital Game-Based Learning

    ERIC Educational Resources Information Center

    Tsai, Fu-Hsing; Yu, Kuang-Chao; Hsiao, Hsien-Sheng

    2012-01-01

    This study developed an educational online game, Super Delivery, targeting knowledge about saving electricity, and conducted case studies of eight sixth-grade students using this game to explore the factors influencing the effectiveness of students' knowledge acquisition in digital game-based learning (DGBL). This study followed Miles and…

  13. Evaluating Listening and Speaking Skills in a Mobile Game-Based Learning Environment with Situational Contexts

    ERIC Educational Resources Information Center

    Hwang, Wu-Yuin; Shih, Timothy K.; Ma, Zhao-Heng; Shadiev, Rustam; Chen, Shu-Yu

    2016-01-01

    Game-based learning activities that facilitate students' listening and speaking skills were designed in this study. To participate in learning activities, students in the control group used traditional methods, while students in the experimental group used a mobile system. In our study, we looked into the feasibility of mobile game-based learning…

  14. Agriscience Teachers' Implementation of Digital Game-based Learning in an Introductory Animal Science Course

    NASA Astrophysics Data System (ADS)

    Webb, Angela W.; Bunch, J. C.; Wallace, Maria F. G.

    2015-12-01

    In today's technological age, visions for technology integration in the classroom continue to be explored and examined. Digital game-based learning is one way to purposefully integrate technology while maintaining a focus on learning objectives. This case study sought to understand agriscience teachers' experiences implementing digital game-based learning in an introductory animal science course. From interviews with agriscience teachers on their experiences with the game, three themes emerged: (1) the constraints of inadequate and inappropriate technologies, and time to game implementation; (2) the shift in teacher and student roles necessitated by implementing the game; and (3) the inherent competitive nature of learning through the game. Based on these findings, we recommend that pre-service and in-service professional development opportunities be developed for teachers to learn how to implement digital game-based learning effectively. Additionally, with the potential for simulations that address cross-cutting concepts in the next generation science standards, digital game-based learning should be explored in various science teaching and learning contexts.

  15. Game Immersion Experience: Its Hierarchical Structure and Impact on Game-Based Science Learning

    ERIC Educational Resources Information Center

    Cheng, M.-T.; She, H.-C.; Annetta, L. A.

    2015-01-01

    Many studies have shown the positive impact of serious educational games (SEGs) on learning outcomes. However, there still exists insufficient research that delves into the impact of immersive experience in the process of gaming on SEG-based science learning. The dual purpose of this study was to further explore this impact. One purpose was to…

  16. Remote Labs and Game-Based Learning for Process Control

    ERIC Educational Resources Information Center

    Zualkernan, Imran A.; Husseini, Ghaleb A.; Loughlin, Kevin F.; Mohebzada, Jamshaid G.; El Gaml, Moataz

    2013-01-01

    Social networking platforms and computer games represent a natural informal learning environment for the current generation of learners in higher education. This paper explores the use of game-based learning in the context of an undergraduate chemical engineering remote laboratory. Specifically, students are allowed to manipulate chemical…

  17. Using Agent-Based Technologies to Enhance Learning in Educational Games

    ERIC Educational Resources Information Center

    Tumenayu, Ogar Ofut; Shabalina, Olga; Kamaev, Valeriy; Davtyan, Alexander

    2014-01-01

    Recent research has shown that educational games positively motivate learning. However, there is a little evidence that they can trigger learning to a large extent if the game-play is supported by additional activities. We aim to support educational games development with an Agent-Based Technology (ABT) by using intelligent pedagogical agents that…

  18. Surveying In-Service Teachers' Beliefs about Game-Based Learning and Perceptions of Technological Pedagogical and Content Knowledge of Games

    ERIC Educational Resources Information Center

    Hsu, Chung-Yuan; Tsai, Meng-Jung; Chang, Yu-Hsuan; Liang, Jyh-Chong

    2017-01-01

    Using the Game-based-learning Teaching Belief Scale (GTBS) and the Technological Pedagogical Content Knowledge--Games questionnaire (TPACK-G), this study investigated 316 Taiwanese in-service teachers' teaching beliefs about game-based learning and their perceptions of game-based pedagogical content knowledge (GPCK). Both t-tests and ANOVA…

  19. Understanding Game-Based Learning Cultures: Introduction to Special Issue

    ERIC Educational Resources Information Center

    Engerman, Jason A.; Carr-Chellman, Alison

    2017-01-01

    This special issue expands our understanding of teaching and learning through video game play, with specific attention to culture. The issue gives insight into the ways educators, researchers, and developers should be discussing and designing for impactful learner-centered game-based learning experiences. The issue features forward-thinking…

  20. Murder on Grimm Isle: The Impact of Game Narrative Design in an Educational Game-Based Learning Environment

    ERIC Educational Resources Information Center

    Dickey, Michele D.

    2011-01-01

    The purpose of this research is to investigate the impact of narrative design in a game-based learning environment. Specifically, this investigation focuses the narrative design in an adventure-styled, game-based learning environment for fostering argumentation writing by looking at how the game narrative impacted player/learner (1) intrinsic…

  1. Making Digital Game-Based Learning Work: Domain Knowledge Transparency

    ERIC Educational Resources Information Center

    Wang, Feihong; Burton, John K.

    2010-01-01

    During the past two decades, the popularity of computer and video games has prompted games to be a source of study for educational applications (Dickey, 2007). The most distinguishing characteristic of games is their capability to engage and motivate their players (Kiili, 2005). Educators started to explore game-based learning by testing…

  2. Kinespell: Kinesthetic Learning Activity and Assessment in a Digital Game-Based Learning Environment

    NASA Astrophysics Data System (ADS)

    Cariaga, Ada Angeli; Salvador, Jay Andrae; Solamo, Ma. Rowena; Feria, Rommel

    Various approaches in learning are commonly classified into visual, auditory and kinesthetic (VAK) learning styles. One way of addressing the VAK learning styles is through game-based learning which motivates learners pursue knowledge holistically. The paper presents Kinespell, an unconventional method of learning through digital game-based learning. Kinespell is geared towards enhancing not only the learner’s spelling abilities but also the motor skills through utilizing wireless controllers. It monitors player’s performance through integrated assessment scheme. Results show that Kinespell may accommodate the VAK learning styles and is a promising alternative to established methods in learning and assessing students’ performance in Spelling.

  3. Computer Game-Based Learning: Perceptions and Experiences of Senior Chinese Adults

    ERIC Educational Resources Information Center

    Wang, Feihong; Lockee, Barbara B.; Burton, John K.

    2012-01-01

    The purpose of this study was to investigate senior Chinese adults' potential acceptance of computer game-based learning (CGBL) by probing their perceptions of computer game play and their perceived impacts of game play on their learning of computer skills and life satisfaction. A total of 60 senior adults from a local senior adult learning center…

  4. Making Sense of Game-Based User Data: Learning Analytics in Applied Games

    ERIC Educational Resources Information Center

    Steiner, Christina M.; Kickmeier-Rus, Michael D.; Albert, Dietrich

    2015-01-01

    Digital learning games are useful educational tools with high motivational potential. With the application of games for instruction there comes the need of acknowledging learning game experiences also in the context of educational assessment. Learning analytics provides new opportunities for supporting assessment in and of educational games. We…

  5. The Pedagogical Application of Alternate Reality Games: Using Game-Based Learning to Revisit History

    ERIC Educational Resources Information Center

    Lynch, Ronan; Mallon, Bride; Connolly, Cornelia

    2015-01-01

    The advent of the Internet has been instrumental in producing new Game Based Learning (GBL) tools where education and games converge. Alternate Reality Games (ARGs) are one such GBL tool. Interactive narrative games that use the Internet as a central communications platform, ARGs challenge players to collaboratively collate a fragmented story.…

  6. An Examination of Game-Based Learning from Theories of Flow Experience and Cognitive Load

    ERIC Educational Resources Information Center

    Lai, Chih-Hung; Chu, Chih-Ming; Liu, Hsiang-Hsuan; Yang, Shun-Bo; Chen, Wei-Hsuan

    2013-01-01

    This study aims to discuss whether game-based learning with the integration of games and digital learning could enhance not only the flow experience in learning but achieve the same flow experience in pure games. In addition, the authors discovered that whether the game-based learning could make learners to reveal higher cognitive load. The…

  7. The Design Consideration for Game-Based Learning

    ERIC Educational Resources Information Center

    Liang, Chaoyun; Lee, Yuan-Zone; Chou, Wen-Shou

    2010-01-01

    The integration of game playing with online education has recently become one of the most discussed issues in the e-learning field for its potentially positive impact on the development of related industries and on the social lives of young people. In this article, the authors propose a set of design considerations to assist game-based learning…

  8. The Way Ahead in Game-Based Learning

    DTIC Science & Technology

    2009-08-01

    Mostly Hype…NOT science  Lack of guidelines Opportunity to exploit technology is tremendous! World of Warcraft Blizzard Games Civilization 4 2K Games...Second Life Linden Labs SimCity 4 EA Maxis 5 Background  Definitions: Game Serious game  Simulation vs Virtual World vs Game The Binary Game Cisco...learn in context by interacting with objects in a complex world .  Consistent with anchored, experiential learning, learners can make connections

  9. The Effect of Computer Game-Based Learning on FL Vocabulary Transferability

    ERIC Educational Resources Information Center

    Franciosi, Stephan J.

    2017-01-01

    In theory, computer game-based learning can support several vocabulary learning affordances that have been identified in the foreign language learning research. In the observable evidence, learning with computer games has been shown to improve performance on vocabulary recall tests. However, while simple recall can be a sign of learning,…

  10. Game-Based Learning in an OpenSim-Supported Virtual Environment on Perceived Motivational Quality of Learning

    ERIC Educational Resources Information Center

    Kim, Heesung; Ke, Fengfeng; Paek, Insu

    2017-01-01

    This experimental study was intended to examine whether game-based learning (GBL) that encompasses four particular game characteristics (challenges, a storyline, immediate rewards and the integration of game-play with learning content) in an OpenSimulator-supported virtual reality learning environment can improve perceived motivational quality of…

  11. A Collaborative Game-Based Learning Approach to Improving Students' Learning Performance in Science Courses

    ERIC Educational Resources Information Center

    Sung, Han-Yu; Hwang, Gwo-Jen

    2013-01-01

    In this study, a collaborative game-based learning environment is developed by integrating a grid-based Mindtool to facilitate the students to share and organize what they have learned during the game-playing process. To evaluate the effectiveness of the proposed approach, an experiment has been conducted in an elementary school natural science…

  12. Learning through social interaction in game technology.

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Waern, Annika; Raybourn, Elaine Marie

    2005-05-01

    The present ITSE journal special issue on 'Learning About Social Interaction through Gaming' is the result of an invitation to the attendees of a one-day workshop on 'Social Learning Through Gaming' co-organized by the guest editors and held at the Human Factors in Computing Systems (CHI) conference on April 26, 2004 in Vienna, Austria. CHI is one of the premiere conferences on human-computer interaction. CHI 2004 attracted hundreds of delegates from all over the world. The CHI workshop program results from a competitive selection process. The Social Learning through Gaming workshop was filled to capacity and attended by approximately 25more » participants from Europe and North America who submitted position papers that were refereed and selected for participation based on the relevancy and innovativeness of the research. The participants came together to share research on play, learning, games, interactive technologies, and what playing and designing games can teach us about social behaviors. The present special issue focuses on learning about social aspects through gaming: learning to socialize through games and learning games through social behavior.« less

  13. Game-Informed Learning: Applying Computer Game Processes to Higher Education

    ERIC Educational Resources Information Center

    Begg, Michael; Dewhurst, David; Macleod, Hamish

    2005-01-01

    The term "game-based learning" has emerged as a general name for the use of computer games in education. Despite early work showing rich inferential learning taking place as a result of gameplay, most game-based learning has been geared towards using a game as a host into which curricular content can be embedded. This approach can be problematic,…

  14. Digital Game-Based Learning Supports Student Motivation, Cognitive Success, and Performance Outcomes

    ERIC Educational Resources Information Center

    Woo, Jeng-Chung

    2014-01-01

    Traditional multimedia learning is primarily based on the cognitive load concept of information processing theory. Recent digital game-based learning (DGBL) studies have focused on exploring content support for learning motivation and related game characteristics. Motivation, volition, and performance (MVP) theory indicates that cognitive load and…

  15. Learning "in" or "with" Games? Quality Criteria for Digital Learning Games from the Perspectives of Learning, Emotion, and Motivation Theory

    ERIC Educational Resources Information Center

    Hense, Jan; Mandl, Heinz

    2012-01-01

    This conceptual paper aims to clarify the theoretical underpinnings of game based learning (GBL) and learning with digital learning games (DLGs). To do so, it analyses learning of game related skills and contents, which occurs constantly during playing conventional entertainment games, from three perspectives: learning theory, emotion theory, and…

  16. Learning Behavior and Achievement Analysis of a Digital Game-Based Learning Approach Integrating Mastery Learning Theory and Different Feedback Models

    ERIC Educational Resources Information Center

    Yang, Kai-Hsiang

    2017-01-01

    It is widely accepted that the digital game-based learning approach has the advantage of stimulating students' learning motivation, but simply using digital games in the classroom does not guarantee satisfactory learning achievement, especially in the case of the absence of a teacher. Integrating appropriate learning strategies into a game can…

  17. Game-Based Learning: Increasing the Logical-Mathematical, Naturalistic, and Linguistic Learning Levels of Primary School Students

    ERIC Educational Resources Information Center

    del Moral Pérez, M. Esther; Duque, Alba P. Guzmán; García, L. Carlota Fernández

    2018-01-01

    Game-based learning is an innovative methodology that takes advantage of the educational potential offered by videogames in general and serious games in particular to boost training processes, thus making it easier for users to achieve motivated learning. The present paper focuses on the description of the Game to Learn Project, which has as its…

  18. Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless

    ERIC Educational Resources Information Center

    Van Eck, Richard

    2006-01-01

    With the widespread public interest in games as learning tools, digital game-based learning (DGBL) proponents now need to explain why games are engaging and effective and how those principles can be leveraged to best integrate games into the learning process. In this article, Richard Van Eck outlines why DGBL is effective and engaging, how those…

  19. Investigating the Learning-Theory Foundations of Game-Based Learning: A Meta-Analysis

    ERIC Educational Resources Information Center

    Wu, W-H.; Hsiao, H-C.; Wu, P-L.; Lin, C-H.; Huang, S-H.

    2012-01-01

    Past studies on the issue of learning-theory foundations in game-based learning stressed the importance of establishing learning-theory foundation and provided an exploratory examination of established learning theories. However, we found research seldom addressed the development of the use or failure to use learning-theory foundations and…

  20. Using Game-Based Learning to Foster Critical Thinking in Student Discourse

    ERIC Educational Resources Information Center

    Cicchino, Marc I.

    2015-01-01

    Previous research indicates the importance of student discourse in the construction of knowledge and the fostering of critical thinking skills, especially in the field of problem-based learning (PBL). Further, a growing body of research on game-based learning (GBL) draws parallels between playing certain types of games and the solving of…

  1. A Model for Ubiquitous Serious Games Development Focused on Problem Based Learning

    ERIC Educational Resources Information Center

    Dorneles, Sandro Oliveira; da Costa, Cristiano André; Rigo, Sandro José

    2015-01-01

    The possibility of using serious games with problem-based learning opens up huge opportunities to connect the experiences of daily life of students with learning. In this context, this article presents a model for serious and ubiquitous games development, focusing on problem based learning methodology. The model allows teachers to create games…

  2. PlayIt: Game Based Learning Approach for Teaching Programming Concepts

    ERIC Educational Resources Information Center

    Mathrani, Anuradha; Christian, Shelly; Ponder-Sutton, Agate

    2016-01-01

    This study demonstrates a game-based learning (GBL) approach to engage students in learning and enhance their programming skills. The paper gives a detailed narrative of how an educational game was mapped with the curriculum of a prescribed programming course in a computing diploma study programme. Two separate student cohorts were invited to…

  3. A Constructionism Framework for Designing Game-Like Learning Systems: Its Effect on Different Learners

    ERIC Educational Resources Information Center

    Li, Zhong-Zheng; Cheng, Yuan-Bang; Liu, Chen-Chung

    2013-01-01

    Game-like learning systems such as simulation games and digital toys are increasingly being applied to foster higher-level abilities in educational contexts, as they may facilitate an active learning experience. However, the effect of such game-like learning systems is not guaranteed because students may only be interested in the fantasy…

  4. Supporting Foreign Language Vocabulary Learning through Kinect-Based Gaming

    ERIC Educational Resources Information Center

    Urun, Mehmet Faith; Aksoy, Hasan; Comez, Rasim

    2017-01-01

    This study aimed to explore the effectiveness of a Kinect-based game called Tom Clancy's Ghost Recon: Future Soldier to investigate possible contributions of game-based learning in a virtual language classroom at a state university in Ankara, Turkey. A quasi-experimental design where the treatment group (N= 26) was subjected to kinect-based…

  5. Using a Game Environment to Foster Collaborative Learning: A Design-Based Study

    ERIC Educational Resources Information Center

    Hamalainen, Raija

    2011-01-01

    Designing collaborative three-dimensional learning games for vocational learning may be one way to respond to the needs of working life. The theoretical vantage points of collaborative learning for game development and the "design-based research" methodology are described; these have been used to support collaborative learning in the…

  6. Measuring the Differences between Traditional Learning and Game-Based Learning Using Electroencephalography (EEG) Physiologically Based Methodology

    ERIC Educational Resources Information Center

    Chen, Ching-Huei

    2017-01-01

    Students' cognitive states can reflect a learning experience that results in engagement in an activity. In this study, we used electroencephalography (EEG) physiologically based methodology to evaluate students' levels of attention and relaxation, as well as their learning performance within a traditional and game-based learning context. While no…

  7. The Impact of Students' Temporal Perspectives on Time-on-Task and Learning Performance in Game Based Learning

    ERIC Educational Resources Information Center

    Romero, Margarida; Usart, Mireia

    2013-01-01

    The use of games for educational purposes has been considered as a learning methodology that attracts the students' attention and may allow focusing individuals on the learning activity through the [serious games] SG game dynamic. Based on the hypothesis that students' Temporal Perspective has an impact on learning performance and time-on-task,…

  8. Integrating Game-Based Learning Initiative: Increasing the Usage of Game-Based Learning within K-12 Classrooms through Professional Learning Groups

    ERIC Educational Resources Information Center

    Denham, André R.; Mayben, Robert; Boman, Terri

    2016-01-01

    In the past 15 to 20 years there has been an increased interest in the use of games for learning. A considerable amount of work has already been done by educational researchers and theorists (Gee, Squire, Malone, Lepper, Shaffer, etc.) to identify and to operationalize the native affordances of games that make them good for learning. Unfortunately…

  9. Understanding Player Activity in a Game-Based Virtual Learning Environment

    ERIC Educational Resources Information Center

    Boyer, David Matthew

    2011-01-01

    This study examines player activity in a game-based virtual learning environment as a means toward evaluating instructional and game design. By determining the goals embedded in project development and the availability and structure of in-game activities, the first part of this research highlights opportunities for players to engage with learning…

  10. Digital game based learning: A new method in teaching and learning mathematics

    NASA Astrophysics Data System (ADS)

    Hussain, Sayed Yusoff bin Syed; Hoe, Tan Wee; Idris, Muhammad Zaffwan bin

    2017-05-01

    Digital game-based learning (DGBL) had been regarded as a sound learning strategy in raising pupils' willingness and interest in many disciplines. Normally, video and digital games are used in the teaching and learning mathematics. based on literature, digital games have proven its capability in making pupils motivated and are more likely to contribute to effective learning mathematics. Hence this research aims to construct a DGBL in the teaching of Mathematics for Year 1 pupils. Then, a quasi-experimental study was carried out in a school located in Gua Musang, Kelantan, involving 39 pupils. Specifically, this article tests the effectiveness of the use of DGBL in the teaching of the topic Addition of Less than 100 on pupil's achievement. This research employed a quasi-experiment, Pre and Post Test of Non-equivalent Control Group design. The data were analysed using the Nonparametric test namely the Mann-Whitney U. The research finding shows the use of the DGBL could increase the pupils' achievement in the topic of Addition of Less than 100. In practice, this research indicates that the DBGL can utilized as an alternative reference strategy for Mathematics teacher.

  11. Motivation and Performance in a Game-Based Intelligent Tutoring System

    ERIC Educational Resources Information Center

    Jackson, G. Tanner; McNamara, Danielle S.

    2013-01-01

    One strength of educational games stems from their potential to increase students' motivation and engagement during educational tasks. However, game features may also detract from principle learning goals and interfere with students' ability to master the target material. To assess the potential impact of game-based learning environments, in this…

  12. Attitudes toward Game Adoption: Preservice Teachers Consider Game-Based Teaching and Learning

    ERIC Educational Resources Information Center

    Sardone, Nancy B.

    2018-01-01

    Gaming has become a core activity with children and more teachers are using games for learning than five years ago. Yet, teachers report that they learn about game titles, impact studies, and facilitation techniques through their own initiatives or from other teachers rather than from their teacher education program. This article reports on a…

  13. A game theoretic framework for incentive-based models of intrinsic motivation in artificial systems

    PubMed Central

    Merrick, Kathryn E.; Shafi, Kamran

    2013-01-01

    An emerging body of research is focusing on understanding and building artificial systems that can achieve open-ended development influenced by intrinsic motivations. In particular, research in robotics and machine learning is yielding systems and algorithms with increasing capacity for self-directed learning and autonomy. Traditional software architectures and algorithms are being augmented with intrinsic motivations to drive cumulative acquisition of knowledge and skills. Intrinsic motivations have recently been considered in reinforcement learning, active learning and supervised learning settings among others. This paper considers game theory as a novel setting for intrinsic motivation. A game theoretic framework for intrinsic motivation is formulated by introducing the concept of optimally motivating incentive as a lens through which players perceive a game. Transformations of four well-known mixed-motive games are presented to demonstrate the perceived games when players' optimally motivating incentive falls in three cases corresponding to strong power, affiliation and achievement motivation. We use agent-based simulations to demonstrate that players with different optimally motivating incentive act differently as a result of their altered perception of the game. We discuss the implications of these results both for modeling human behavior and for designing artificial agents or robots. PMID:24198797

  14. A game theoretic framework for incentive-based models of intrinsic motivation in artificial systems.

    PubMed

    Merrick, Kathryn E; Shafi, Kamran

    2013-01-01

    An emerging body of research is focusing on understanding and building artificial systems that can achieve open-ended development influenced by intrinsic motivations. In particular, research in robotics and machine learning is yielding systems and algorithms with increasing capacity for self-directed learning and autonomy. Traditional software architectures and algorithms are being augmented with intrinsic motivations to drive cumulative acquisition of knowledge and skills. Intrinsic motivations have recently been considered in reinforcement learning, active learning and supervised learning settings among others. This paper considers game theory as a novel setting for intrinsic motivation. A game theoretic framework for intrinsic motivation is formulated by introducing the concept of optimally motivating incentive as a lens through which players perceive a game. Transformations of four well-known mixed-motive games are presented to demonstrate the perceived games when players' optimally motivating incentive falls in three cases corresponding to strong power, affiliation and achievement motivation. We use agent-based simulations to demonstrate that players with different optimally motivating incentive act differently as a result of their altered perception of the game. We discuss the implications of these results both for modeling human behavior and for designing artificial agents or robots.

  15. How Competition in a Game-Based Science Learning Environment Influences Students' Learning Achievement, Flow Experience, and Learning Behavioral Patterns

    ERIC Educational Resources Information Center

    Chen, Ching-Huei; Liu, Jun-Han; Shou, Wen-Chuan

    2018-01-01

    Although educational games have become prevalent in recent research, only a limited number of studies have considered learners' learning behaviors while playing a science problem-solving game. Introducing a competitive element to game-based learning is promising; however, research has produced ambiguous results, indicating that more studies should…

  16. Teaching EBP Using Game-Based Learning: Improving the Student Experience.

    PubMed

    Davidson, Sandra J; Candy, Laurie

    2016-08-01

    Evidence-based practice (EBP) is considered a key entry to practice competency for nurses. However, many baccalaureate nursing programs continue to teach "traditional" nursing research courses that fail to address many of the critical knowledge, skills, and attitudes that foster EBP. Traditional classroom teaching strategies do little to promote the development of competencies critical for engaging in EBP in clinical contexts. The purpose of this work was to develop, implement, and evaluate an innovative teaching strategy aimed at improving student learning, engagement and satisfaction in an online EBP course. The goals of this paper are to: (1) describe the process of course development, (2) describe the innovative teaching strategy, and (3) discuss the outcomes of the pilot course offered using game-based learning. A midterm course-specific survey and standard institutional end of course evaluations were used to evaluate student satisfaction. Game platform analytics and thematic analysis of narrative comments in the midterm and end of course surveys were used to evaluate students' level of engagement. Student learning was evaluated using the end of course letter grade. Students indicated a high satisfaction with the course. Student engagement was also maintained throughout the course. The majority of students (87%, 26/30) continued to complete learning quests in the game after achieving the minimum amount of points to earn an A. Seven students completed every learning quest available in the game platform. Of the 30 students enrolled in the course, 17 students earned a final course grade of A+ and 13 earned an A. Provide students with timely, individualized feedback to enable mastery learning. Create student choice and customization of learning. Integrate the use of badges (game mechanics) to increase engagement and motivation. Level learning activities to build on each other and create flow. © 2016 Sigma Theta Tau International.

  17. What Is Game-Based Learning? Past, Present, and Future

    ERIC Educational Resources Information Center

    Jan, Mingfong; Gaydos, Matthew

    2016-01-01

    This article aims at clarifying and conceptualizing game-based learning (GBL) in order to pinpoint directions for practices and research. The authors maintain that GBL should be conceptualized toward the transformation of a textbook-learning culture. The authors emphasize the importance of a paradigm shift in learning and a reorientation in…

  18. Using Wikis as a Support and Assessment Tool in Collaborative Digital Game-Based Learning Environments

    ERIC Educational Resources Information Center

    Samur, Yavuz

    2011-01-01

    In computer-supported collaborative learning (CSCL) environments, there are many researches done on collaborative learning activities; however, in game-based learning environments, more research and literature on collaborative learning activities are required. Actually, both game-based learning environments and wikis enable us to use new chances…

  19. ENGAGE: A Game Based Learning and Problem Solving Framework

    DTIC Science & Technology

    2012-08-15

    multiplayer card game Creature Capture now supports an offline multiplayer mode (sharing a single computer), in response to feedback from teachers that a...Planetopia overworld will be ready for use by a number of physical schools as well as integrated into multiple online teaching resources. The games will be...From - To) 7/1/2012 – 7/31/2012 4. TITLE AND SUBTITLE ENGAGE: A Game Based Learning and Problem Solving Framework 5a. CONTRACT NUMBER N/A 5b

  20. Motivation, students' needs and learning outcomes: a hybrid game-based app for enhanced language learning.

    PubMed

    Berns, Anke; Isla-Montes, José-Luis; Palomo-Duarte, Manuel; Dodero, Juan-Manuel

    2016-01-01

    In the context of European Higher Education students face an increasing focus on independent, individual learning-at the expense of face-to-face interaction. Hence learners are, all too often, not provided with enough opportunities to negotiate in the target language. The current case study aims to address this reality by going beyond conventional approaches to provide students with a hybrid game-based app, combining individual and collaborative learning opportunities. The 4-week study was carried out with 104 German language students (A1.2 CEFR) who had previously been enrolled in a first-semester A1.1 level course at a Spanish university. The VocabTrainerA1 app-designed specifically for this study-harnesses the synergy of combining individual learning tasks and a collaborative murder mystery game in a hybrid level-based architecture. By doing so, the app provides learners with opportunities to apply their language skills to real-life-like communication. The purpose of the study was twofold: on one hand we aimed to measure learner motivation, perceived usefulness and added value of hybrid game-based apps; on the other, we sought to determine their impact on language learning. To this end, we conducted focus group interviews and an anonymous Technology Acceptance Model survey (TAM). In addition, students took a pre-test and a post-test. Scores from both tests were compared with the results obtained in first-semester conventional writing tasks, with a view to measure learning outcomes. The study provides qualitative and quantitative data supporting our initial hypotheses. Our findings suggest that hybrid game-based apps like VocabTrainerA1-which seamlessly combine individual and collaborative learning tasks-motivate learners, stimulate perceived usefulness and added value, and better meet the language learning needs of today's digital natives. In terms of acceptance, outcomes and sustainability, the data indicate that hybrid game-based apps significantly improve

  1. Learning Loops--Interactions between Guided Reflection and Experience-Based Learning in a Serious Game Activity

    ERIC Educational Resources Information Center

    Cowley, B.; Heikura, T.; Ravaja, N.

    2013-01-01

    In a study on experience-based learning in serious games, 45 players were tested for topic comprehension by a questionnaire administered before and after playing the single-player serious game Peacemaker (Impact Games 2007). Players were divided into two activity conditions: 20 played a 1-h game with a 3-min half-time break to complete an affect…

  2. A Computer-Based Game That Promotes Mathematics Learning More than a Conventional Approach

    ERIC Educational Resources Information Center

    McLaren, Bruce M.; Adams, Deanne M.; Mayer, Richard E.; Forlizzi, Jodi

    2017-01-01

    Excitement about learning from computer-based games has been papable in recent years and has led to the development of many educational games. However, there are relatively few sound empirical studies in the scientific literature that have shown the benefits of learning mathematics from games as opposed to more traditional approaches. The…

  3. A Machine Learning System for Analyzing Human Tactics in a Game

    NASA Astrophysics Data System (ADS)

    Ito, Hirotaka; Tanaka, Toshimitsu; Sugie, Noboru

    In order to realize advanced man-machine interfaces, it is desired to develop a system that can infer the mental state of human users and then return appropriate responses. As the first step toward the above goal, we developed a system capable of inferring human tactics in a simple game played between the system and a human. We present a machine learning system that plays a color expectation game. The system infers the tactics of the opponent, and then decides the action based on the result. We employed a modified version of classifier system like XCS in order to design the system. In addition, three methods are proposed in order to accelerate the learning rate. They are a masking method, an iterative method, and tactics templates. The results of computer experiments confirmed that the proposed methods effectively accelerate the machine learning. The masking method and the iterative method are effective to a simple strategy that considers only a part of past information. However, study speed of these methods is not enough for the tactics that refers to a lot of past information. For the case, the tactics template was able to settle the study rapidly when the tactics is identified.

  4. The Effectiveness of the Game-Based Learning System for the Improvement of American Sign Language Using Kinect

    ERIC Educational Resources Information Center

    Kamnardsiri, Teerawat; Hongsit, Ler-on; Khuwuthyakorn, Pattaraporn; Wongta, Noppon

    2017-01-01

    This paper investigated students' achievement for learning American Sign Language (ASL), using two different methods. There were two groups of samples. The first experimental group (Group A) was the game-based learning for ASL, using Kinect. The second control learning group (Group B) was the traditional face-to-face learning method, generally…

  5. From Playing to Designing: Enhancing Educational Experiences with Location-Based Mobile Learning Games

    ERIC Educational Resources Information Center

    Edmonds, Roger; Smith, Simon

    2017-01-01

    This paper presents research into the benefits and implementation strategies of integrating location-based mobile learning games in higher education courses to enhance educational experiences. Two approaches were studied: learning by playing, and learning by designing. In the first, games were developed for undergraduate courses in four discipline…

  6. Undertaking an Ecological Approach to Advance Game-Based Learning: A Case Study

    ERIC Educational Resources Information Center

    Shah, Mamta; Foster, Aroutis

    2014-01-01

    Systematic incorporation of digital games in schools is largely unexplored. This case study explored the ecological conditions necessary for implementing a game-based learning course by examining the interaction between three domains (the innovator, the innovation, and the context). From January-April 2012, one in-service teacher learned and…

  7. Learning Biology through Innovative Curricula: A Comparison of Game- and Nongame-Based Approaches

    ERIC Educational Resources Information Center

    Sadler, Troy D.; Romine, William L.; Menon, Deepika; Ferdig, Richard E.; Annetta, Leonard

    2015-01-01

    This study explored student learning in the context of innovative biotechnology curricula and the effects of gaming as a central element of the learning experience. The quasi-experimentally designed study compared learning outcomes between two curricular approaches: One built around a computer-based game, and the other built around a narrative…

  8. Learning in a game-based virtual environment: a comparative evaluation in higher education

    NASA Astrophysics Data System (ADS)

    Mayer, Igor; Warmelink, Harald; Bekebrede, Geertje

    2013-03-01

    The authors define the requirements and a conceptual model for comparative evaluation research of simulation games and serious games (SGs) in a learning context. A first operationalisation of the model was used to comparatively evaluate a suite of 14 SGs on varying topics played between 2004 and 2009 in 13 institutes of higher education in the Netherlands. The questions in this research were: what is the perceived learning effectiveness of the games and what factors explain it? How can we comparatively evaluate games for learning? Data were gathered through pre- and post-game questionnaires among 1000 students, leading to 500 useful datasets and 230 complete datasets for analysis (factor analysis, scaling, t-test and correlation analysis) to give an explorative, structural model. The findings are discussed and a number of propositions for further research are formulated. The conclusion of the analysis is that the students' motivation and attitudes towards game-based learning before the game, their actual enjoyment, their efforts during the game and the quality of the facilitator/teacher are most strongly correlated with their learning satisfaction. The degree to which the experiences during the game were translated back into the underlying theories significantly determines the students' learning satisfaction. The quality of the virtual game environment did not matter so much. The authors reflect upon the general methodology used and offer suggestions for further research and development.

  9. Digital Game-Based Learning for K-12 Mathematics Education: A Meta-Analysis

    ERIC Educational Resources Information Center

    Byun, JaeHwan; Joung, Eunmi

    2018-01-01

    Digital games (e.g., video games or computer games) have been reported as an effective educational method that can improve students' motivation and performance in mathematics education. This meta-analysis study (a) investigates the current trend of digital game-based learning (DGBL) by reviewing the research studies on the use of DGBL for…

  10. Game-Based Learning Engagement: A Theory- and Data-Driven Exploration

    ERIC Educational Resources Information Center

    Ke, Fengfeng; Xie, Kui; Xie, Ying

    2016-01-01

    The promise of using games for learning is that play- and learning-engagement would occur cohesively as a whole to compose a highly motivated learning experience. Yet the conceptualization of such an integrative process in the development of play-based learning engagement is lacking. In this analytical paper, we explored and conceptualized the…

  11. Preparing Instructional Designers for Game-Based Learning: Part III. Game Design as a Collaborative Process

    ERIC Educational Resources Information Center

    Hirumi, Atsusi; Appelman, Bob; Rieber, Lloyd; Van Eck, Richard

    2010-01-01

    In this three part series, four professors who teach graduate level courses on the design of instructional video games discuss their perspectives on preparing instructional designers to optimize game-based learning. Part I set the context for the series and one of four panelists discussed what he believes instructional designers should know about…

  12. Effects of Locus of Control on Behavioral Intention and Learning Performance of Energy Knowledge in Game-Based Learning

    ERIC Educational Resources Information Center

    Yang, Jie Chi; Lin, Yi Lung; Liu, Yi-Chun

    2017-01-01

    Game-based learning has been gradually adopted in energy education as an effective learning tool because digital games have the potential to increase energy literacy and encourage behavior change. However, not every learner can benefit from this support. There is a need to examine how human factors affect learners' reactions to digital games for…

  13. Re-Exploring Game-Assisted Learning Research: The Perspective of Learning Theoretical Bases

    ERIC Educational Resources Information Center

    Wu, Wen-Hsiung; Chiou, Wen-Bin; Kao, Hao-Yun; Hu, Chung-Hsing Alex; Huang, Sih-Han

    2012-01-01

    Previous literature reviews or meta-analysis based studies on game-assisted learning have provided important results, but few studies have considered the importance of learning theory, and coverage of papers after 2007 is scant. This study presents a systematic review of the literature using a meta-analysis approach to provide a more comprehensive…

  14. Integration and Deployment of Educational Games in e-Learning Environments: The Learning Object Model Meets Educational Gaming

    ERIC Educational Resources Information Center

    Torrente, Javier; Moreno-Ger, Pablo; Martinez-Ortiz, Ivan; Fernandez-Manjon, Baltasar

    2009-01-01

    Game-based learning is becoming popular in the academic discussion of Learning Technologies. However, even though the educational potential of games has been thoroughly discussed in the literature, the integration of the games into educational processes and how to efficiently deliver the games to the students are still open questions. This paper…

  15. Games for Participatory Science: A Paradigm for Game-Based Learning for Promoting Science Literacy

    ERIC Educational Resources Information Center

    Shapiro, R. Benjamin; Squire, Kurt D.

    2011-01-01

    Debates in forums such as "Educational Technology" and the National Academies of Science (National Research Council, 2011) emphasize the promise (and indeed recent successes) of digital game-based learning programs, but also the need for research-driven approaches that carefully delineate learning goals. This article introduces one such…

  16. Adaptivity in Game-Based Learning: A New Perspective on Story

    NASA Astrophysics Data System (ADS)

    Berger, Florian; Müller, Wolfgang

    Game-based learning as a novel form of e-learning still has issues in fundamental questions, the lack of a general model for adaptivity being one of them. Since adaptive techniques in traditional e-learning applications bear close similarity to certain interactive storytelling approaches, we propose a new notion of story as the joining element of arbitraty learning paths.

  17. Game-Based Learning in Science Education: A Review of Relevant Research

    NASA Astrophysics Data System (ADS)

    Li, Ming-Chaun; Tsai, Chin-Chung

    2013-12-01

    The purpose of this study is to review empirical research articles regarding game-based science learning (GBSL) published from 2000 to 2011. Thirty-one articles were identified through the Web of Science and SCOPUS databases. A qualitative content analysis technique was adopted to analyze the research purposes and designs, game design and implementation, theoretical backgrounds and learning foci of these reviewed studies. The theories and models employed by these studies were classified into four theoretical foundations including cognitivism, constructivism, the socio-cultural perspective, and enactivism. The results indicate that cognitivism and constructivism were the major theoretical foundations employed by the GBSL researchers and that the socio-cultural perspective and enactivism are two emerging theoretical paradigms that have started to draw attention from GBSL researchers in recent years. The analysis of the learning foci showed that most of the digital games were utilized to promote scientific knowledge/concept learning, while less than one-third were implemented to facilitate the students' problem-solving skills. Only a few studies explored the GBSL outcomes from the aspects of scientific processes, affect, engagement, and socio-contextual learning. Suggestions are made to extend the current GBSL research to address the affective and socio-contextual aspects of science learning. The roles of digital games as tutor, tool, and tutee for science education are discussed, while the potentials of digital games to bridge science learning between real and virtual worlds, to promote collaborative problem-solving, to provide affective learning environments, and to facilitate science learning for younger students are also addressed.

  18. Authentic Game-Based Learning and Teachers' Dilemmas in Reconstructing Professional Practice

    ERIC Educational Resources Information Center

    Chee, Yam San; Mehrotra, Swati; Ong, Jing Chuan

    2015-01-01

    Teachers who attempt pedagogical innovation with authentic digital games face significant challenges because such games instantiate open systems of learner activity, inviting enquiry learning rather than knowledge acquisition. However, school environments are normatively sanctioned cultural spaces where direct instruction and high-stakes tests are…

  19. Reconceptualizing Pedagogical Usability of and Teachers' Roles in Computer Game-Based Learning in School

    ERIC Educational Resources Information Center

    Tzuo, Pei-Wen; Ling, Jennifer Isabelle Ong Pei; Yang, Chien-Hui; Chen, Vivian Hsueh-Hua

    2012-01-01

    At present, methods for the optimal use of two approaches to computer game-based learning in school to enhance students' learning, namely, computer game play and game design, are obscure because past research has been devoted more to designing rather than evaluating the implementation of these approaches in school. In addition, most studies…

  20. Development and assessment of a chemistry-based computer video game as a learning tool

    NASA Astrophysics Data System (ADS)

    Martinez-Hernandez, Kermin Joel

    The chemistry-based computer video game is a multidisciplinary collaboration between chemistry and computer graphics and technology fields developed to explore the use of video games as a possible learning tool. This innovative approach aims to integrate elements of commercial video game and authentic chemistry context environments into a learning experience through gameplay. The project consists of three areas: development, assessment, and implementation. However, the foci of this study were the development and assessment of the computer video game including possible learning outcomes and game design elements. A chemistry-based game using a mixed genre of a single player first-person game embedded with action-adventure and puzzle components was developed to determine if students' level of understanding of chemistry concepts change after gameplay intervention. Three phases have been completed to assess students' understanding of chemistry concepts prior and after gameplay intervention. Two main assessment instruments (pre/post open-ended content survey and individual semi-structured interviews) were used to assess student understanding of concepts. In addition, game design elements were evaluated for future development phases. Preliminary analyses of the interview data suggest that students were able to understand most of the chemistry challenges presented in the game and the game served as a review for previously learned concepts as well as a way to apply such previous knowledge. To guarantee a better understanding of the chemistry concepts, additions such as debriefing and feedback about the content presented in the game seem to be needed. The use of visuals in the game to represent chemical processes, game genre, and game idea appear to be the game design elements that students like the most about the current computer video game.

  1. An Examination of Digital Game-Based Situated Learning Applied to Chinese Language Poetry Education

    ERIC Educational Resources Information Center

    Chen, Hong-Ren; Lin, You-Shiuan

    2016-01-01

    By gradually placing more importance on game-based education and changing learning motivation by applying game-playing characteristics, students' learning experiences can be enhanced and a better learning effect can be achieved. When teaching the content of Chinese poetry in Taiwanese junior high schools, most teachers only explain the meaning of…

  2. The Effects of Applying Game-Based Learning to Webcam Motion Sensor Games for Autistic Students' Sensory Integration Training

    ERIC Educational Resources Information Center

    Li, Kun-Hsien; Lou, Shi-Jer; Tsai, Huei-Yin; Shih, Ru-Chu

    2012-01-01

    This study aims to explore the effects of applying game-based learning to webcam motion sensor games for autistic students' sensory integration training for autistic students. The research participants were three autistic students aged from six to ten. Webcam camera as the research tool wad connected internet games to engage in motion sensor…

  3. The use of a game-based learning platform to engage nursing students: A descriptive, qualitative study.

    PubMed

    Gallegos, Cara; Tesar, Abigail J; Connor, Kelley; Martz, Kim

    2017-11-01

    Baccalaureate nursing programs require students to complete a research course, and faculty find it challenging to engage students. Educational gaming has recently gained attention as a technique to motivate students and enhance learning. The purpose of this pilot study was to describe undergraduate nursing students' reflections of their experiences with 3D Gamelab © , a game-based learning platform. A descriptive qualitative research design was used to elicit students' reflections of their experiences. Educational content such as handouts, videos, activities, and recommended resources for a required junior level nursing research course was organized into quests for use in 3D GameLab © . At the end of the semester, students were invited to give their feedback through a survey with open-ended questions. Thematic analysis resulted in the following components of the game-based learning experience: navigation, motivation, gaming concept, knowledge, technology, and target population. Although the overall response to 3D GameLab © in this course was negative, game-based learning does have the potential to engage students and enhance learning. To better understand how educational gaming could be used in nursing, further research should be conducted to determine the most motivating elements and the types of course content best delivered in this manner. Copyright © 2017 Elsevier Ltd. All rights reserved.

  4. The Effects of Online Interactive Games on High School Students' Achievement and Motivation in History Learning

    ERIC Educational Resources Information Center

    Lin, Kuan-Cheng; Wei, Yu Che; Hung, Jason C.

    2012-01-01

    Many studies demonstrate that Digital Game Based Learning (DGBL) can foster learning effect. The purpose of this study is to survey whether the online game in junior high school students can encourage learning effect in Taiwan's History. So, the research applied Interactive Game-based Learning System (IGLS) to junior high history teaching as an…

  5. The Effectiveness of Digital Game-Based Vocabulary Learning: A Framework-Based View of Meta-Analysis

    ERIC Educational Resources Information Center

    Chen, Meng-Hua; Tseng, Wen-Ta; Hsiao, Tsung-Yuan

    2018-01-01

    This study presents the results of a meta-analytic study about the effects of digital game-based learning (DGBL) on vocabulary. The results of the study showed that the effects of DGBL on vocabulary learning may vary with game design features (Q = 5.857, df = 1, p = 0.016), but not with learners' age (Q = 0.906, df = 1, p = 0.341) or linguistic…

  6. Computer game-based and traditional learning method: a comparison regarding students' knowledge retention.

    PubMed

    Rondon, Silmara; Sassi, Fernanda Chiarion; Furquim de Andrade, Claudia Regina

    2013-02-25

    Educational computer games are examples of computer-assisted learning objects, representing an educational strategy of growing interest. Given the changes in the digital world over the last decades, students of the current generation expect technology to be used in advancing their learning requiring a need to change traditional passive learning methodologies to an active multisensory experimental learning methodology. The objective of this study was to compare a computer game-based learning method with a traditional learning method, regarding learning gains and knowledge retention, as means of teaching head and neck Anatomy and Physiology to Speech-Language and Hearing pathology undergraduate students. Students were randomized to participate to one of the learning methods and the data analyst was blinded to which method of learning the students had received. Students' prior knowledge (i.e. before undergoing the learning method), short-term knowledge retention and long-term knowledge retention (i.e. six months after undergoing the learning method) were assessed with a multiple choice questionnaire. Students' performance was compared considering the three moments of assessment for both for the mean total score and for separated mean scores for Anatomy questions and for Physiology questions. Students that received the game-based method performed better in the pos-test assessment only when considering the Anatomy questions section. Students that received the traditional lecture performed better in both post-test and long-term post-test when considering the Anatomy and Physiology questions. The game-based learning method is comparable to the traditional learning method in general and in short-term gains, while the traditional lecture still seems to be more effective to improve students' short and long-term knowledge retention.

  7. Game Engagement Theory and Adult Learning

    ERIC Educational Resources Information Center

    Whitton, Nicola

    2011-01-01

    One of the benefits of computer game-based learning is the ability of certain types of game to engage and motivate learners. However, theories of learning and engagement, particularly in the sphere of higher education, typically fail to consider gaming engagement theory. In this article, the author examines the principles of engagement from games…

  8. Console Game-Based Pedagogy: A Study of Primary and Secondary Classroom Learning through Console Video Games

    ERIC Educational Resources Information Center

    Groff, Jennifer S.; Howells, Cathrin; Cranmer, Sue

    2012-01-01

    The main focus of this research project was to identify the educational benefits of console game-based learning in primary and secondary schools. The project also sought to understand how the benefits of educational gaming could transfer to other settings. For this purpose, research was carried out in classrooms in Scotland to explore learning…

  9. Learning by gaming - evaluation of an online game for children.

    PubMed

    Lazareck, Lisa J; Farrell, David; Kostkova, Patty; Lecky, Donna M; McNulty, Cliodna A M; Weerasinghe, Dasun

    2010-01-01

    Playing computer games is widely popular among children and teenagers as an entertainment activity; meanwhile, playing computer games also provides a learning opportunity. For example, the rules of the game have to be learned by the player in order to improve his/her performance. Based on that principle, the City eHealth Research Centre (CeRC) developed a web game for 13-15 year olds, whereby the player becomes an investigator who attends the scene of an incident that involves microbes. There are four missions in total, each involving a mystery that the player needs to solve and learning objectives that need to be taught - such as antibiotic resistance and the importance of hygiene. This paper presents the results from a game evaluation that took place between July of 2009, in four UK schools (Glasgow, Gloucester, London), with 129 students; whereby 98% of the students commented positively about playing the game. Subsequently, CeRC has improved the game and developed an interactive educational games portal (www.edugames4all.com) for different age groups of web game enthusiasts.

  10. Exploring the Effects of Web-Mediated Game-Based Learning and Self-Regulated Learning on Students' Learning

    ERIC Educational Resources Information Center

    Tsai, Chia-Wen; Hsu, Pi-Fang; Tseng, Hsueh-Ju

    2013-01-01

    This research focuses on exploring the effects of game-based learning (GBL) and self-regulated learning (SRL) on promoting students' learning and the interactions between teachers, students and peers. The experiment designed for this study was conducted in the course of "Media Marketing Management". The effects of GBL, SRL, and their…

  11. Motivating Game-Based Learning Efforts in Higher Education

    ERIC Educational Resources Information Center

    Moylan, Gina; Burgess, Ann W.; Figley, Charles; Bernstein, Michael

    2015-01-01

    Though there is considerable research to support using Game-Based Learning (GBL) in higher education, its implementation is lagging behind K-12 education by an order of magnitude. By considering the current state of GBL from leadership, primary consumer, academic and technical perspectives, the authors frame the main issues involved with…

  12. Self-Regulation and Gender within a Game-Based Learning Environment

    ERIC Educational Resources Information Center

    Nietfeld, John L.; Shores, Lucy R.; Hoffmann, Kristin F.

    2014-01-01

    In this study, we examined how self-regulated learning (SRL) and gender influences performance in an educational game for 8th-grade students (N = 130). Crystal Island--Outbreak is an immersive, inquiry-based, narrative-centered learning environment featuring a microbiology science mystery aligned with 8th-grade science curriculum. SRL variables…

  13. Game-Based Learning in Science Education: A Review of Relevant Research

    ERIC Educational Resources Information Center

    Li, Ming-Chaun; Tsai, Chin-Chung

    2013-01-01

    The purpose of this study is to review empirical research articles regarding game-based science learning (GBSL) published from 2000 to 2011. Thirty-one articles were identified through the Web of Science and SCOPUS databases. A qualitative content analysis technique was adopted to analyze the research purposes and designs, game design and…

  14. Alternative Goal Structures for Computer Game-Based Learning

    ERIC Educational Resources Information Center

    Ke, Fengfeng

    2008-01-01

    This field study investigated the application of cooperative, competitive, and individualistic goal structures in classroom use of computer math games and its impact on students' math performance and math learning attitudes. One hundred and sixty 5th-grade students were recruited and randomly assigned to Teams-Games-Tournament cooperative gaming,…

  15. Computer game-based and traditional learning method: a comparison regarding students’ knowledge retention

    PubMed Central

    2013-01-01

    Background Educational computer games are examples of computer-assisted learning objects, representing an educational strategy of growing interest. Given the changes in the digital world over the last decades, students of the current generation expect technology to be used in advancing their learning requiring a need to change traditional passive learning methodologies to an active multisensory experimental learning methodology. The objective of this study was to compare a computer game-based learning method with a traditional learning method, regarding learning gains and knowledge retention, as means of teaching head and neck Anatomy and Physiology to Speech-Language and Hearing pathology undergraduate students. Methods Students were randomized to participate to one of the learning methods and the data analyst was blinded to which method of learning the students had received. Students’ prior knowledge (i.e. before undergoing the learning method), short-term knowledge retention and long-term knowledge retention (i.e. six months after undergoing the learning method) were assessed with a multiple choice questionnaire. Students’ performance was compared considering the three moments of assessment for both for the mean total score and for separated mean scores for Anatomy questions and for Physiology questions. Results Students that received the game-based method performed better in the pos-test assessment only when considering the Anatomy questions section. Students that received the traditional lecture performed better in both post-test and long-term post-test when considering the Anatomy and Physiology questions. Conclusions The game-based learning method is comparable to the traditional learning method in general and in short-term gains, while the traditional lecture still seems to be more effective to improve students’ short and long-term knowledge retention. PMID:23442203

  16. A Learning Outcome-Oriented Approach towards Classifying Pervasive Games for Learning Using Game Design Patterns and Contextual Information

    ERIC Educational Resources Information Center

    Schmitz, Birgit; Klemke, Roland; Specht, Marcus

    2013-01-01

    Mobile and in particular pervasive games are a strong component of future scenarios for teaching and learning. Based on results from a previous review of practical papers, this work explores the educational potential of pervasive games for learning by analysing underlying game mechanisms. In order to determine and classify cognitive and affective…

  17. The Interaction Effects of Working Memory Capacity, Gaming Expertise, and Scaffolding Design on Attention and Comprehension in Digital Game Based Learning

    ERIC Educational Resources Information Center

    Lee, Yu-Hao

    2013-01-01

    Educational digital games are often complex problem-solving experiences that can facilitate systematic comprehension. However, empirical studies of digital game based learning (DGBL) have found mixed results regarding DGBL's effect in improving comprehension. While learners generally enjoyed the DGBL learning experience, they often failed to…

  18. Influence of Game Quests on Pupils' Enjoyment and Goal-Pursuing in Math Learning

    ERIC Educational Resources Information Center

    Chen, Zhi-Hong; Liao, Calvin C. Y.; Cheng, Hercy N. H.; Yeh, Charles Y. C.; Chan, Tak-Wai

    2012-01-01

    As a medium for learning, digital games provide promising possibilities to motivate and engage students in subject learning. In this study, a game-based learning system, My-Pet-My-Quest, is developed to support pupils' math learning. This is due to the fact that most students in Taiwan have relatively lower positive attitude towards math learning,…

  19. Improving the Impact and Return of Investment of Game-Based Learning

    ERIC Educational Resources Information Center

    Loh, Christian Sebastian

    2013-01-01

    Today's economic situation demands that learning organizations become more diligent in their business dealings to reduce cost and increase bottom line for survival. While there are many champions and proponents claiming that game-based learning (GBL) is sure to improve learning, researchers have, thus far, been unable to (re)produce concrete,…

  20. A Critical Review of 13 Years of Mobile Game-Based Learning

    ERIC Educational Resources Information Center

    Giannakas, Filippos; Kambourakis, Georgios; Papasalouros, Andreas; Gritzalis, Stefanos

    2018-01-01

    With the increasing popularity of smartphones and tablets, game-based learning (GBL) is undergoing a rapid shift to mobile platforms. This transformation is driven by mobility, wireless interfaces, and built-in sensors that these smart devices offer in order to enable blended and context-sensitive mobile learning (m-Learning) activities. Thus,…

  1. Exploring Teacher Use of an Online Forum to Develop Game-Based Learning Literacy

    ERIC Educational Resources Information Center

    Barany, Amanda; Shah, Mamta; Foster, Aroutis

    2017-01-01

    Game-based learning researchers have emphasized the importance of teachers' game literacy and knowledge of pedagogical approaches involved in successfully adopting an instructional approach (Bell and Gresalfi, 2017). In this paper, we describe findings from an online resource that teachers used to generate a repository of games for use both during…

  2. Agriscience Teachers' Implementation of Digital Game-Based Learning in an Introductory Animal Science Course

    ERIC Educational Resources Information Center

    Webb, Angela W.; Bunch, J. C.; Wallace, Maria F.

    2015-01-01

    In today's technological age, visions for technology integration in the classroom continue to be explored and examined. Digital game-based learning is one way to purposefully integrate technology while maintaining a focus on learning objectives. This case study sought to understand agriscience teachers' experiences implementing digital game-based…

  3. D.E.E.P. Learning: Promoting Informal STEM Learning through a Popular Gaming Platform

    NASA Astrophysics Data System (ADS)

    Simms, E.; Rohrlick, D.; Layman, C.; Peach, C. L.; Orcutt, J. A.

    2011-12-01

    The research and development of educational games, and the study of the educational value of interactive games in general, have lagged far behind efforts for games created for the purpose of entertainment. But evidence suggests that digital simulations and games have the "potential to advance multiple science learning goals, including motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning." (NRC, 2011). It is also generally recognized that interactive digital games have the potential to promote the development of valuable learning and life skills, including data processing, decision-making, critical thinking, planning, communication and collaboration (Kirriemuir and MacFarlane, 2006). Video games are now played in 67% of American households (ESA, 2010), and across a broad range of ages, making them a potentially valuable tool for Science, Technology, Engineering and Mathematics (STEM) learning among the diverse audiences associated with informal science education institutions (ISEIs; e.g., aquariums, museums, science centers). We are attempting to capitalize on this potential by developing games based on the popular Microsoft Xbox360 gaming platform and the free Microsoft XNA game development kit. The games, collectively known as Deep-sea Extreme Environment Pilot (D.E.E.P.), engage ISEI visitors in the exploration and understanding of the otherwise remote deep-sea environment. Players assume the role of piloting a remotely-operated vehicle (ROV) to explore ocean observing systems and hydrothermal vent environments, and are challenged to complete science-based objectives in order to earn points under timed conditions. The current games are intended to be relatively brief visitor experiences (on the order of several minutes) that support complementary exhibits and programming, and promote interactive visitor

  4. Development of Children's Creativity and Manual Skills within Digital Game-Based Learning Environment

    ERIC Educational Resources Information Center

    Hsiao, H-S.; Chang, C-S.; Lin, C-Y.; Hu, P-M.

    2014-01-01

    In this study, we developed a digital game-based learning (DGBL) system, called the ToES, to foster students' creativity. Fifty-one fifth-grade students from two classes in a public school in Taipei, Taiwan, were recruited and consented to participate. Both classes consisted of students with mixed abilities studying a foundation unit entitled…

  5. Affect and Willingness to Communicate in Digital Game-Based Learning

    ERIC Educational Resources Information Center

    Reinders, Hayo; Wattana, Sorada

    2015-01-01

    The possible benefits of digital games for language learning and teaching have received increasing interest in recent years. Games are said, amongst others, to be motivating, to lower affective barriers in learning, and to encourage foreign or second language (L2) interaction. But how do learners actually experience the use of games? What impact…

  6. The impact of specially designed digital games-based learning in undergraduate pathology and medical education.

    PubMed

    Kanthan, Rani; Senger, Jenna-Lynn

    2011-01-01

    The rapid advances of computer technologies have created a new e-learner generation of "Homo-zappien" students that think and learn differently. Digital gaming is an effective, fun, active, and encouraging way of learning, providing immediate feedback and measurable process. Within the context of ongoing reforms in medical education, specially designed digital games, a form of active learning, are effective, complementary e-teaching/learning resources. To examine the effectiveness of the use of specially designed digital games for student satisfaction and for measurable academic improvement. One hundred fourteen students registered in first-year pathology Medicine 102 had 8 of 16 lecture sessions reviewed in specially designed content-relevant digital games. Performance scores to relevant content sessions were analyzed at midterm and final examinations. Seventy-one students who registered in second-year pathology Medicine 202 were exposed to the games only during the final examination, with the midterm examination serving as an internal matched-control group. Outcome measures included performance at midterm and final examinations. Paired 2-tailed t test statistics compared means. A satisfaction survey questionnaire of yes or no responses analyzed student engagement and their perceptions to digital game-based learning. Questions relevant to the game-play sessions had the highest success rate in both examinations among 114 first-year students. In the 71 second-year students, the examination scores at the end of the final examination were significantly higher than the scores on the midterm examination. Positive satisfaction survey noted increased student engagement, enhanced personal learning, and reduced student stress. Specially constructed digital games-based learning in undergraduate pathology courses showed improved academic performance as measured by examination test scores with increased student satisfaction and engagement.

  7. Digital Games and Learning: Identifying Pathways of Influence

    ERIC Educational Resources Information Center

    Subrahmanyam, Kaveri; Renukarya, Bhavya

    2015-01-01

    Digital games and gamelike contexts have become an integral part of young people's lives, and scholars have speculated about their potential to engage and enhance children's learning. Given that digital games are complex systems, we propose that different aspects of game features and game play might influence learning in different ways. Drawing on…

  8. Effects of digital game-based learning on student engagement and academic achievement

    NASA Astrophysics Data System (ADS)

    Little, Timothy W.

    This experimental study was designed to determine the effect of digital game-based learning on student engagement and academic achievement. The sample was comprised of 34 students enrolled in a secondary Biology class in a rural public school. The study utilized an experimental pretest-posttest design with switching replications. After random assignment, students participated in one of two supplemental learning activities: playing a digital game designed to review science concepts or participating in a lab to review the same concepts. Students subsequently switched activities. Student achievement data were collected on mastery of science concepts, and student engagement data were collected utilizing self- and teacher-reported measures. Data were analyzed using analysis of variance (ANOVA) with repeated measures. Results demonstrated that the digital game was as effective as the lab activity at increasing teacher-reported student engagement and academic achievement. These findings may be of interest to school administrators or directors of teacher preparation programs on the potential effectiveness of digital games as a learning tool.

  9. Using Game Theory and Competition-Based Learning to Stimulate Student Motivation and Performance

    ERIC Educational Resources Information Center

    Burguillo, Juan C.

    2010-01-01

    This paper introduces a framework for using Game Theory tournaments as a base to implement Competition-based Learning (CnBL), together with other classical learning techniques, to motivate the students and increase their learning performance. The paper also presents a description of the learning activities performed along the past ten years of a…

  10. An Exploration of the Attitude and Learning Effectiveness of Business College Students towards Game Based Learning

    ERIC Educational Resources Information Center

    Chang, Chiung-Sui; Huang, Ya-Ping; Chien, Fei-Ling

    2014-01-01

    This study aimed to explore the attitude and learning effectiveness in game based simulations from college students' perspective. The participants included 189 business college students in Taiwan. The main instrument employed in this study was McDonald's video game. Additionally, participant selection, data collection and analysis, and results…

  11. Using Formal Game Design Methods to Embed Learning Outcomes into Game Mechanics and Avoid Emergent Behaviour

    ERIC Educational Resources Information Center

    Grey, Simon; Grey, David; Gordon, Neil; Purdy, Jon

    2017-01-01

    This paper offers an approach to designing game-based learning experiences inspired by the Mechanics-Dynamics-Aesthetics (MDA) model (Hunicke et al., 2004) and the elemental tetrad model (Schell, 2008) for game design. A case for game based learning as an active and social learning experience is presented including arguments from both teachers and…

  12. Game Based Learning as a Means to Teach Climate Literacy in a High School Environment

    NASA Astrophysics Data System (ADS)

    Fung, M. K.; Tedesco, L.; Katz, M. E.

    2013-12-01

    As part of RPI's GK-12 graduate fellowship program (which involves graduate STEM fellows in K-12 education) a climate change board game activity was developed and implemented at inner city Troy High School in Troy, New York. The goal was to engage and teach two classes of the Earth Science General Repeat (GR) tenth grade students about climate change through a game-based leaning module. Students placed in the GR course had previously failed Earth Science, and had never passed a general science class in high school. In the past, these students have responded positively to hands-on activities. Therefore, an interactive board game activity was created to teach students about climate, explore how humans impact our environment, and address the future of climate change. The students are presented with a draft version of the game, created by the graduate fellow, and are asked to redesign the game for their peers in the other GR class. The students' version of the game is required to include certain aspects of the original game, for example, the climate change Trivia and Roadblock cards, but the design, addition of rules and overall layout are left to the students. The game-based learning technique allows the students to learn through a storyline, compete against each other, and challenge themselves to perfect their learning and understanding of climate change. The climate change board game activity also incorporates our cascade learning model, in which the graduate fellow designs the activity, works with a high school teacher, and implements the game with high school students. In addition, the activity emphasizes peer-to-peer learning, allowing each classroom to design the game for a different group of students. This allows the students to take leadership and gives them a sense of accomplishment with the completed board game. The nature of a board game also creates a dynamic competitive atmosphere, in which the students want to learn and understand the material to succeed

  13. Broad-based visual benefits from training with an integrated perceptual-learning video game.

    PubMed

    Deveau, Jenni; Lovcik, Gary; Seitz, Aaron R

    2014-06-01

    Perception is the window through which we understand all information about our environment, and therefore deficits in perception due to disease, injury, stroke or aging can have significant negative impacts on individuals' lives. Research in the field of perceptual learning has demonstrated that vision can be improved in both normally seeing and visually impaired individuals, however, a limitation of most perceptual learning approaches is their emphasis on isolating particular mechanisms. In the current study, we adopted an integrative approach where the goal is not to achieve highly specific learning but instead to achieve general improvements to vision. We combined multiple perceptual learning approaches that have individually contributed to increasing the speed, magnitude and generality of learning into a perceptual-learning based video-game. Our results demonstrate broad-based benefits of vision in a healthy adult population. Transfer from the game includes; improvements in acuity (measured with self-paced standard eye-charts), improvement along the full contrast sensitivity function, and improvements in peripheral acuity and contrast thresholds. The use of this type of this custom video game framework built up from psychophysical approaches takes advantage of the benefits found from video game training while maintaining a tight link to psychophysical designs that enable understanding of mechanisms of perceptual learning and has great potential both as a scientific tool and as therapy to help improve vision. Copyright © 2014 Elsevier B.V. All rights reserved.

  14. A Microworld-Based Role-Playing Game Development Approach to Engaging Students in Interactive, Enjoyable, and Effective Mathematics Learning

    ERIC Educational Resources Information Center

    Wang, Sheng-Yuan; Chang, Shao-Chen; Hwang, Gwo-Jen; Chen, Pei-Ying

    2018-01-01

    In traditional teacher-centered mathematics instruction, students might show low learning motivation owing to the lack of applied contexts. Game-based learning has been recognized as a potential approach to addressing this issue; however, without proper alignment between the gaming and math-applied contexts, the benefits of game-based learning…

  15. Casual Games and Casual Learning about Human Biological Systems

    ERIC Educational Resources Information Center

    Price, C. Aaron; Gean, Katherine; Christensen, Claire G.; Beheshti, Elham; Pernot, Bryn; Segovia, Gloria; Person, Halcyon; Beasley, Steven; Ward, Patricia

    2016-01-01

    Casual games are everywhere. People play them throughout life to pass the time, to engage in social interactions, and to learn. However, their simplicity and use in distraction-heavy environments can attenuate their potential for learning. This experimental study explored the effects playing an online, casual game has on awareness of human…

  16. A Game-Based Learning Approach to Improving Students' Learning Achievements in a Nutrition Course

    ERIC Educational Resources Information Center

    Yien, Jui-Mei; Hung, Chun-Ming; Hwang, Gwo-Jen; Lin, Yueh-Chiao

    2011-01-01

    The aim of this study was to explore the influence of applying a game-based learning approach to nutrition education. The quasi-experimental nonequivalent-control group design was adopted in a four-week learning activity. The participants included sixty-six third graders in two classes of an elementary school. One of the classes was assigned to be…

  17. Signature Pedagogy in Early Years Education: A Role for COTS Game-Based Learning

    ERIC Educational Resources Information Center

    Miller, David; Robertson, Derek; Hudson, Alison; Shimi, Jill

    2012-01-01

    In this article we look at the links between early years pedagogy and the use of digital game-based learning. Early years education is a distinctive phase of the education system in many countries, generally covering the age range from 3-6 or 7 years. In the United Kingdom, it tends to bridge preschool and the first two years in primary school.…

  18. Extended child and caregiver benefits of behavior-based child contingency learning games.

    PubMed

    Dunst, Carl J; Raab, Melinda; Trivette, Carol M; Wilson, Linda L; Hamby, Deborah W; Parkey, Cindy

    2010-08-01

    Findings from 2 studies of the relationship between response-contingent child behavior and child, caregiver-child, and caregiver behavior not directly associated with child contingency learning are described. The participants were 19 children with significant developmental delays and their mothers in 1 study and 22 children with significant developmental delays and their teachers in the second study. Caregivers engaged the children in learning games characterized by behavior-based contingencies for 15 weeks. Research staff observed the children and their caregivers in everyday routines and activities and rated child and caregiver behavior while the children and caregivers were not playing the games. Results from both studies showed that the degree of response-contingent responding during the games was related to child and caregiver behavior, not the focus of the contingency learning opportunities afforded the children. Implications for practice are described.

  19. Improving the Effectiveness of English Vocabulary Review by Integrating ARCS with Mobile Game-Based Learning

    ERIC Educational Resources Information Center

    Wu, Ting-Ting

    2018-01-01

    Memorizing English vocabulary is often considered uninteresting, and a lack of motivation exists during learning activities. Moreover, most vocabulary practice systems automatically select words from articles and do not provide integrated model methods for students. Therefore, this study constructed a mobile game-based English vocabulary practice…

  20. The ICCE Framework: Framing Learning Experiences Afforded by Games

    ERIC Educational Resources Information Center

    Foster, Aroutis; Shah, Mamta

    2015-01-01

    There is a need for game-based learning frameworks that provide a lens for understanding learning experiences afforded in digital games. These frameworks should aim to facilitate game analyses, identification of learning opportunities, and support for learner experiences. This article uses the inquiry, communication, construction, and expression…

  1. Effects of a Progressive Prompting-Based Educational Game on Second Graders' Mathematics Learning Performance and Behavioral Patterns

    ERIC Educational Resources Information Center

    Yang, Kai-Hsiang; Chu, Hui-Chun; Chiang, Li-Yu

    2018-01-01

    Game-based learning (GBL) has been proven to be an attractive learning model by many studies; however, scholars have pointed out that the effectiveness of game-based learning could be limited if proper learning strategies are not incorporated. Prompting is a strategy that plays the important role of providing hints and guidance in interactive…

  2. Development and Assessment of a Chemistry-Based Computer Video Game as a Learning Tool

    ERIC Educational Resources Information Center

    Martinez-Hernandez, Kermin Joel

    2010-01-01

    The chemistry-based computer video game is a multidisciplinary collaboration between chemistry and computer graphics and technology fields developed to explore the use of video games as a possible learning tool. This innovative approach aims to integrate elements of commercial video game and authentic chemistry context environments into a learning…

  3. Mobile Game-Based Learning in Secondary Education: Engagement, Motivation and Learning in a Mobile City Game

    ERIC Educational Resources Information Center

    Huizenga, J.; Admiraal, W.; Akkerman, S.; Dam, G. ten

    2009-01-01

    Using mobile games in education combines situated and active learning with fun in a potentially excellent manner. The effects of a mobile city game called Frequency 1550, which was developed by The Waag Society to help pupils in their first year of secondary education playfully acquire historical knowledge of medieval Amsterdam, were investigated…

  4. Learning by playing: how to create the perfect learning game for and with optics

    NASA Astrophysics Data System (ADS)

    Haist, Tobias; Burla, Avinash

    2010-08-01

    For children, playing and learning is often one thing. They learn while playing and by playing the right games they learn a lot. It is therefore obvious that we should use (among other things) games in order to fascinate children for optics and to teach them the basic laws of optics. In this contribution we will introduce different optical games for children in preschool and elementary school. The majority of commercial learning games on the market do not achieve the ambitious goal of leading to fun and knowledge since very often there are serious design flaws within these games. We introduce ten design rules for learning games that will enable you to create your own successful learning game for a special topic. Exemplary, we will show games based on and for color mixing and polarization.

  5. Digital Game-Based Learning in Accounting and Business Education

    ERIC Educational Resources Information Center

    Carenys, Jordi; Moya, Soledad

    2016-01-01

    This article presents a review of the accounting and business literature on digital game-based learning (DGBL). The article classifies what is already settled in the literature about the theoretical foundations of DGBL's effectiveness and its practical use into three categories. The first comprises what is known about the evaluation of digital…

  6. Motivating Factors and Tangential Learning for Knowledge Acquisition in Educational Games

    ERIC Educational Resources Information Center

    Mozelius, Peter; Fagerström, Andreas; Söderquist, Max

    2017-01-01

    Game-based learning has been a strong emerging trend in the 21st century, but several research studies on game-based learning reports that the educational potential of games has not been fully realised. Many educational games do not combine learning outcomes with entertaining gameplay. At the same time as there is a tendency to digitise and…

  7. Medication calculation: the potential role of digital game-based learning in nurse education.

    PubMed

    Foss, Brynjar; Mordt Ba, Petter; Oftedal, Bjørg F; Løkken, Atle

    2013-12-01

    Medication dose calculation is one of several medication-related activities that are conducted by nurses daily. However, medication calculation skills appear to be an area of global concern, possibly because of low numeracy skills, test anxiety, low self-confidence, and low self-efficacy among student nurses. Various didactic strategies have been developed for student nurses who still lack basic mathematical competence. However, we suggest that the critical nature of these skills demands the investigation of alternative and/or supplementary didactic approaches to improve medication calculation skills and to reduce failure rates. Digital game-based learning is a possible solution because of the following reasons. First, mathematical drills may improve medication calculation skills. Second, games are known to be useful during nursing education. Finally, mathematical drill games appear to improve the attitudes of students toward mathematics. The aim of this article was to discuss common challenges of medication calculation skills in nurse education, and we highlight the potential role of digital game-based learning in this area.

  8. Chaos in learning a simple two-person game

    PubMed Central

    Sato, Yuzuru; Akiyama, Eizo; Farmer, J. Doyne

    2002-01-01

    We investigate the problem of learning to play the game of rock–paper–scissors. Each player attempts to improve her/his average score by adjusting the frequency of the three possible responses, using reinforcement learning. For the zero sum game the learning process displays Hamiltonian chaos. Thus, the learning trajectory can be simple or complex, depending on initial conditions. We also investigate the non-zero sum case and show that it can give rise to chaotic transients. This is, to our knowledge, the first demonstration of Hamiltonian chaos in learning a basic two-person game, extending earlier findings of chaotic attractors in dissipative systems. As we argue here, chaos provides an important self-consistency condition for determining when players will learn to behave as though they were fully rational. That chaos can occur in learning a simple game indicates one should use caution in assuming real people will learn to play a game according to a Nash equilibrium strategy. PMID:11930020

  9. An Investigation of Gender Differences in a Game-Based Learning Environment with Different Game Modes

    ERIC Educational Resources Information Center

    Tsai, Fu-Hsing

    2017-01-01

    This study aimed to explore the gender differences of participants' learning results, perceptions and gaming behaviors related to an energy quiz game with both single-player and multiplayer game modes simultaneously provided for participants. Seventy-four ninth-grade students played the game in six classes over three weeks. The pretest-posttest on…

  10. Using Games to Enhance Learning and Teaching: A Beginner's Guide

    ERIC Educational Resources Information Center

    Whitton, Nicola, Ed.; Moseley, Alex, Ed.

    2012-01-01

    "Using Games to Enhance Learning and Teaching" provides educators with easy and practical ways of using games to support student engagement and learning. Despite growing interest in digital game-based learning and teaching, until now most teachers have lacked the resources or technical knowledge to create games that meet their needs. The only…

  11. Games as Distributed Teaching and Learning Systems

    ERIC Educational Resources Information Center

    Gee, Elisabeth; Gee, James Paul

    2017-01-01

    Background: Videogames and virtual worlds have frequently been studied as learning environments in isolation; that is, scholars have focused on understanding the features of games or virtual worlds as separate from or different than "real world" environments for learning. Although more recently, scholars have explored the teaching and…

  12. Taking Control: Stealth Assessment of Deterministic Behaviors within a Game-Based System

    ERIC Educational Resources Information Center

    Snow, Erica L.; Likens, Aaron D.; Allen, Laura K.; McNamara, Danielle S.

    2016-01-01

    Game-based environments frequently afford students the opportunity to exert agency over their learning paths by making various choices within the environment. The combination of log data from these systems and dynamic methodologies may serve as a stealth means to assess how students behave (i.e., deterministic or random) within these learning…

  13. Taking Control: Stealth Assessment of Deterministic Behaviors within a Game-Based System

    ERIC Educational Resources Information Center

    Snow, Erica L.; Likens, Aaron D.; Allen, Laura K.; McNamara, Danielle S.

    2015-01-01

    Game-based environments frequently afford students the opportunity to exert agency over their learning paths by making various choices within the environment. The combination of log data from these systems and dynamic methodologies may serve as a stealth means to assess how students behave (i.e., deterministic or random) within these learning…

  14. Problem Solving and Game-Based Learning: Effects of Middle Grade Students' Hypothesis Testing Strategies on Learning Outcomes

    ERIC Educational Resources Information Center

    Spires, Hiller A.; Rowe, Jonathan P.; Mott, Bradford W.; Lester, James C.

    2011-01-01

    Targeted as a highly desired skill for contemporary work and life, problem solving is central to game-based learning research. In this study, middle grade students achieved significant learning gains from gameplay interactions that required solving a science mystery based on microbiology content. Student trace data results indicated that effective…

  15. The MORPG-Based Learning System for Multiple Courses: A Case Study on Computer Science Curriculum

    ERIC Educational Resources Information Center

    Liu, Kuo-Yu

    2015-01-01

    This study aimed at developing a Multiplayer Online Role Playing Game-based (MORPG) Learning system which enabled instructors to construct a game scenario and manage sharable and reusable learning content for multiple courses. It used the curriculum of "Introduction to Computer Science" as a study case to assess students' learning…

  16. Exploring the Role of Flow Experience, Learning Performance and Potential Behavior Clusters in Elementary Students' Game-Based Learning

    ERIC Educational Resources Information Center

    Hsieh, Ya-Hui; Lin, Yi-Chun; Hou, Huei-Tse

    2016-01-01

    Well-designed game-based learning can provide students with an innovative environment that may enhance students' motivation and engagement in learning and thus improve their learning performance. The purpose of this study was to examine the relationships among elementary school students' flow experience and learning performances. We also…

  17. An Exploratory Multiple Case Study about Using Game-Based Learning in STEM Classrooms

    ERIC Educational Resources Information Center

    Vu, Phu; Feinstein, Sheryl

    2017-01-01

    This exploratory multiple case study attempted to examine whether game-based learning activities had any impacts on students' academic performances and behaviors, and what perceptions the teachers had toward implementing games into their classrooms. Data used in this study included 101 students' pre and post-test scores, and four structured…

  18. The Place of Game-Based Learning in an Age of Austerity

    ERIC Educational Resources Information Center

    Whitton, Nicola

    2012-01-01

    Digital games have the potential to create active and engaging environments for learning, supporting problem-solving, communication and group activities, as well as providing a forum for practice and learning through failure. The use of game techniques such as gradually increasing levels of difficulty and contextual feedback support learning, and…

  19. Got Game? A Choice-Based Learning Assessment of Data Literacy and Visualization Skills

    ERIC Educational Resources Information Center

    Chin, Doris B.; Blair, Kristen P.; Schwartz, Daniel L.

    2016-01-01

    In partnership with both formal and informal learning institutions, researchers have been building a suite of online games, called choicelets, to serve as interactive assessments of learning skills, e.g. critical thinking or seeking feedback. Unlike more traditional assessments, which take a retrospective, knowledge-based view of learning,…

  20. A Game for Learning History on Mobile Devices

    ERIC Educational Resources Information Center

    Cruz, Sónia; Carvalho, Ana Amélia A.; Araújo, Inês

    2017-01-01

    This paper presents a game designed to support teaching and learning of Portuguese History to 6th grade students. Firstly, a state of the art of mobile game-based learning for History is presented. Then we describe shortly the research carried out which aimed at the analysis of the games most played by students, followed by the identification of…

  1. Games and Learning

    ERIC Educational Resources Information Center

    Oblinger, Diana G.

    2006-01-01

    From a very early age, people learn from games and play. Parents and preschool teachers use games to teach colors, numbers, names, and shapes; the process is drill and practice. Games engage everyone, capturing their attention. People willingly spend time on task. Although students in high school and college continue to play games, games rarely…

  2. Teachers and Game-Based Learning: Improving Understanding of How to Increase Efficacy of Adoption

    ERIC Educational Resources Information Center

    Ketelhut, Diane Jass; Schifter, Catherine C.

    2011-01-01

    Interest in game-based learning for K-12 is growing. Thus, helping teachers understand how to use these new pedagogies is important. This paper presents a cross-case study of the development of teacher professional development for the River City project, a games-based multi-user virtual environment science curriculum project for middle school…

  3. Modeling the Player: Predictability of the Models of Bartle and Kolb Based on NEO-FFI (Big5) and the Implications for Game Based Learning

    ERIC Educational Resources Information Center

    Konert, Johannes; Gutjahr, Michael; Göbel, Stefan; Steinmetz, Ralf

    2014-01-01

    For adaptation and personalization of game play sophisticated player models and learner models are used in game-based learning environments. Thus, the game flow can be optimized to increase efficiency and effectiveness of gaming and learning in parallel. In the field of gaming still the Bartle model is commonly used due to its simplicity and good…

  4. Some Psychometric and Design Implications of Game-Based Learning Analytics

    ERIC Educational Resources Information Center

    Gibson, David; Clarke-Midura, Jody

    2013-01-01

    The rise of digital game and simulation-based learning applications has led to new approaches in educational measurement that take account of patterns in time, high resolution paths of action, and clusters of virtual performance artifacts. The new approaches, which depart from traditional statistical analyses, include data mining, machine…

  5. Digital Game-Based Language Learning in Foreign Language Teacher Education

    ERIC Educational Resources Information Center

    Alyaz, Yunus; Genc, Zubeyde Sinem

    2016-01-01

    New technologies including digital game-based language learning have increasingly received attention. However, their implementation is far from expected and desired levels due to technical, instructional, financial and sociological barriers. Previous studies suggest that there is a strong need to establish courses in order to support adaptation of…

  6. Educational Games in Practice: The Challenges Involved in Conducting a Game-Based Curriculum

    ERIC Educational Resources Information Center

    Marklund, Björn Berg; Taylor, Anna-Sofia Alklind

    2016-01-01

    The task of integrating games into an educational setting is a demanding one, and integrating games as a harmonious part of a bigger ecosystem of learning requires teachers to orchestrate a myriad of complex organizational resources. Historically, research on digital game-based learning has focused heavily on the coupling between game designs,…

  7. Designing for Motivation: Design-Considerations for Spaced-Repetition-Based Learning Games on Mobile Devices

    ERIC Educational Resources Information Center

    Schimanke, Florian; Mertens, Robert; Vornberger, Oliver

    2017-01-01

    Learning games are an ideal vessel for many kinds of learning content. Playful interaction with the subject matter makes the human mind more receptive and thus learning itself more effective. Well designed games also come with an addictive game-play that makes users want to play the game over and over. This is intended in fun games but it can be…

  8. Learning decision making through serious games.

    PubMed

    Kaczmarczyk, Joseph; Davidson, Richard; Bryden, Daniele; Haselden, Stephen; Vivekananda-Schmidt, Pirashanthie

    2016-08-01

    In Serious Games (SGs), educational content is integrated into a game so that learning is intrinsic to play, thereby motivating players and improving engagement. SGs enable learning by developing situated understanding in users and by enabling players to practise safe clinical decision making; however, the use of SGs in medical education is not well established. We aimed to design a game-based resource to teach clinical decision making to medical students, and to assess user perceptions of educational value, usability and the role for SGs in undergraduate training. An SG focusing on the acute management of tachyarrhythmias was developed. Third- and fourth-year medical students at the medical school were invited to use and evaluate the game using questionnaires and focus groups. We invited 479 students, and 281 accessed the game. Only 47 students completed the questionnaire and 31 students participated in the focus groups. The data suggest that SGs: (1) can allow students to rehearse taking responsibility for decision making; (2) are fun and motivational; (3) have a role in revising and consolidating knowledge; and (4) could be formative assessment tools. Serious Games enable learning by developing situated understanding in users SGs could be employed as adjuvant learning resources to develop students' skills and knowledge. Further empirical research is required to assess the added value of games in medical education. © 2015 John Wiley & Sons Ltd.

  9. Using Instructional Pervasive Game for School Children's Cultural Learning

    ERIC Educational Resources Information Center

    Chen, Cheng-Ping; Shih, Ju-Ling; Ma, Yi-Chun

    2014-01-01

    In the past ten years, mobile learning (m-learning) has created a new learning environment that enables learners, through active learning aids. Instructional pervasive gaming (IPG) seems to be an innovative way introduced to enhance m-learning. This study employed a theoretical IPG model to construct a cultural-based pervasive game. Individual and…

  10. Developing and Evaluating Gamifying Learning System by Using Flow-Based Model

    ERIC Educational Resources Information Center

    Su, Chung-Ho; Hsaio, Kai-Chong

    2015-01-01

    Game-based learning is an effective learning method, whose performance depends on the quality of the educational game. Due to versatile game environments with complex backgrounds, evaluations are not easy to implement. Consequently, it is difficult for educators to determine to what degree a game may be qualified. This study proposes a novel,…

  11. ALTEC Learning Games: Successful Integration of Learning and Gaming

    ERIC Educational Resources Information Center

    Bacon, Melanie A.; Ault, Marilyn M.

    2009-01-01

    Of the 53 million K-12 students in the United States, 93%, or 51 million, of them play video games (Etuk, 2008). ALTEC Learning Games utilize the excitement of video games to engage students and provide teachers authentic online resources that reinforce skills in math and language arts. Our recent work was partially supported by a partnership with…

  12. You Like It, You Learn It: Affectivity and Learning in Competitive Social Role Play Gaming

    ERIC Educational Resources Information Center

    Brom, Cyril; Šisler, Vít; Slussareff, Michaela; Selmbacherová, Tereza; Hlávka, Zdenek

    2016-01-01

    Despite the alleged ability of digital game-based learning (DGBL) to foster positive affect and in turn improve learning, the link between affectivity and learning has not been sufficiently investigated in this field. Regarding learning from team-based games with competitive elements, even less is known about the relationship between…

  13. Serious Game-Based and Nongame-Based Online Courses: Learning Experiences and Outcomes

    ERIC Educational Resources Information Center

    Hess, Taryn; Gunter, Glenda

    2013-01-01

    When combining the increasing use of online educational environments, the push to use serious video games and the lack of research on the effectiveness of online learning environments and video games, there is a clear need for further investigation into the use of serious video games in an online format. A mix methods model was used to triangulate…

  14. The Effects of Students' Learning Anxiety and Motivation on the Learning Achievement in the Activity Theory Based Gamified Learning Environment

    ERIC Educational Resources Information Center

    Su, Chung-Ho

    2017-01-01

    The advancement of mobile game-based learning has encouraged many related studies, which has enabled students to learn more and faster. To enhance the clinical path of cardiac catheterization learning, this paper has developed a mobile 3D-CCGBLS (3D Cardiac Catheterization Game-Based Learning System) with a learning assessment for cardiac…

  15. Hitting Restart: Learning and Gaming in an Australian Classroom

    ERIC Educational Resources Information Center

    Altura, Gerard J.; Curwood, Jen Scott

    2015-01-01

    Research suggests that video games can foster deep engagement, critical thinking, and collaborative learning. To highlight how video games promote student achievement, we focus on a year 9 elective class in Australia. Our findings suggest that this games-based class encouraged student learning and motivated students to develop advanced literacy…

  16. Digital Games, Design, and Learning

    PubMed Central

    Clark, Douglas B.; Tanner-Smith, Emily E.; Killingsworth, Stephen S.

    2016-01-01

    In this meta-analysis, we systematically reviewed research on digital games and learning for K–16 students. We synthesized comparisons of game versus nongame conditions (i.e., media comparisons) and comparisons of augmented games versus standard game designs (i.e., value-added comparisons). We used random-effects meta-regression models with robust variance estimates to summarize overall effects and explore potential moderator effects. Results from media comparisons indicated that digital games significantly enhanced student learning relative to nongame conditions (g¯ = 0.33, 95% confidence interval [0.19, 0.48], k = 57, n = 209). Results from value-added comparisons indicated significant learning benefits associated with augmented game designs (g¯ = 0.34, 95% confidence interval [0.17, 0.51], k = 20, n = 40). Moderator analyses demonstrated that effects varied across various game mechanics characteristics, visual and narrative characteristics, and research quality characteristics. Taken together, the results highlight the affordances of games for learning as well as the key role of design beyond medium. PMID:26937054

  17. Are Games Effective Learning Tools? A Review of Educational Games

    ERIC Educational Resources Information Center

    de Freitas, Sara

    2018-01-01

    The literature around the use, efficacy and design of educational games and game-based learning approaches has been building up gradually and in phases, across different disciplines and in an ad hoc way. This has been problematic in a number of ways and resulted in fragmented literature and inconsistent referencing patterns between different…

  18. Fifth Graders' Flow Experience in a Digital Game-Based Science Learning Environment

    ERIC Educational Resources Information Center

    Zheng, Meixun

    2012-01-01

    This mixed methods study examined the flow experience of 5th graders in the CRYSTAL ISLAND game-based science learning environment. Participants were 73 5th graders from a suburban public school in the southeastern US. Quantitative data about students' science content learning and attitudes towards science was collected via pre-and post surveys.…

  19. D.E.E.P. Learning: Promoting Informal STEM Learning through Ocean Research Simulation Games

    NASA Astrophysics Data System (ADS)

    Simms, E.; Rohrlick, D.; Layman, C.; Peach, C. L.; Orcutt, J. A.; Keen, C. S.; Matthews, J.; Nsf Ooi-Ci Education; Public Engagement Team

    2010-12-01

    It is generally recognized that interactive digital games have the potential to promote the development of valuable learning and life skills, including data processing, decision-making, critical thinking, planning, communication and collaboration (Kirriemuir and MacFarlane, 2006). But the research and development of educational games, and the study of the educational value of interactive games in general, have lagged far behind the same efforts for games created for the purpose of entertainment. Our group is attempting to capitalize on the facts that games are now played in 67% of American households (ESA, 2010), and across a broad range of ages, by developing effective and engaging simulation games that promote Science, Technology, Engineering and Mathematics (STEM) literacy in informal science education institutions (ISEIs; e.g., aquariums, museums, science centers). In particular, we are developing games based on the popular Microsoft Xbox360 gaming platform and the free Microsoft XNA game development kit, which engage ISEI visitors in the exploration and understanding of the deep-sea environment. Known as Deep-sea Extreme Environment Pilot (D.E.E.P.), the games place players in the role of piloting a remotely-operated vehicle (ROV) to complete science-based objectives associated with the exploration of ocean observing systems and hydrothermal vent environments. In addition to creating a unique educational product, our efforts are intended to identify 1) the key elements of a successful STEM-based simulation game experience in an informal science education institution, and 2) which aspects of game design (e.g., challenge, curiosity, fantasy, personal recognition) are most effective at maximizing both learning and enjoyment. We will share our progress to date, including formative assessment results from testing the game prototypes at Birch Aquarium at Scripps, and discuss the potential benefits and challenges to interactive gaming as a tool to support STEM

  20. Study on GIS-based sport-games information system

    NASA Astrophysics Data System (ADS)

    Peng, Hongzhi; Yang, Lingbin; Deng, Meirong; Han, Yongshun

    2008-10-01

    With the development of internet and such info-technologies as, Information Superhighway, Computer Technology, Remote Sensing(RS), Global Positioning System(GPS), Digital Communication and National Information Network(NIN),etc. Geographic Information System (GIS) becomes more and more popular in fields of science and industries. It is not only feasible but also necessary to apply GIS to large-scale sport games. This paper firstly discussed GIS technology and its application, then elaborated on the frame and content of Sport-Games Geography Information System(SG-GIS) with the function of gathering, storing, processing, sharing, exchanging and utilizing all kind of spatial-temporal information about sport games, and lastly designed and developed a public service GIS for the 6th Asian Winter Games in Changchun, China(CAWGIS). The application of CAWGIS showed that the established SG-GIS was feasible and GIS-based sport games information system was able to effectively process a large amount of sport-games information and provide the real-time sport games service for governors, athletes and the public.

  1. Complexity Thinking in PE: Game-Centred Approaches, Games as Complex Adaptive Systems, and Ecological Values

    ERIC Educational Resources Information Center

    Storey, Brian; Butler, Joy

    2013-01-01

    Background: This article draws on the literature relating to game-centred approaches (GCAs), such as Teaching Games for Understanding, and dynamical systems views of motor learning to demonstrate a convergence of ideas around games as complex adaptive learning systems. This convergence is organized under the title "complexity thinking"…

  2. Game-based e-learning is more effective than a conventional instructional method: a randomized controlled trial with third-year medical students.

    PubMed

    Boeker, Martin; Andel, Peter; Vach, Werner; Frankenschmidt, Alexander

    2013-01-01

    When compared with more traditional instructional methods, Game-based e-learning (GbEl) promises a higher motivation of learners by presenting contents in an interactive, rule-based and competitive way. Most recent systematic reviews and meta-analysis of studies on Game-based learning and GbEl in the medical professions have shown limited effects of these instructional methods. To compare the effectiveness on the learning outcome of a Game-based e-learning (GbEl) instruction with a conventional script-based instruction in the teaching of phase contrast microscopy urinalysis under routine training conditions of undergraduate medical students. A randomized controlled trial was conducted with 145 medical students in their third year of training in the Department of Urology at the University Medical Center Freiburg, Germany. 82 subjects where allocated for training with an educational adventure-game (GbEl group) and 69 subjects for conventional training with a written script-based approach (script group). Learning outcome was measured with a 34 item single choice test. Students' attitudes were collected by a questionnaire regarding fun with the training, motivation to continue the training and self-assessment of acquired knowledge. The students in the GbEl group achieved significantly better results in the cognitive knowledge test than the students in the script group: the mean score was 28.6 for the GbEl group and 26.0 for the script group of a total of 34.0 points with a Cohen's d effect size of 0.71 (ITT analysis). Attitudes towards the recent learning experience were significantly more positive with GbEl. Students reported to have more fun while learning with the game when compared to the script-based approach. Game-based e-learning is more effective than a script-based approach for the training of urinalysis in regard to cognitive learning outcome and has a high positive motivational impact on learning. Game-based e-learning can be used as an effective teaching

  3. Game-Based E-Learning Is More Effective than a Conventional Instructional Method: A Randomized Controlled Trial with Third-Year Medical Students

    PubMed Central

    Boeker, Martin; Andel, Peter; Vach, Werner; Frankenschmidt, Alexander

    2013-01-01

    Background When compared with more traditional instructional methods, Game-based e-learning (GbEl) promises a higher motivation of learners by presenting contents in an interactive, rule-based and competitive way. Most recent systematic reviews and meta-analysis of studies on Game-based learning and GbEl in the medical professions have shown limited effects of these instructional methods. Objectives To compare the effectiveness on the learning outcome of a Game-based e-learning (GbEl) instruction with a conventional script-based instruction in the teaching of phase contrast microscopy urinalysis under routine training conditions of undergraduate medical students. Methods A randomized controlled trial was conducted with 145 medical students in their third year of training in the Department of Urology at the University Medical Center Freiburg, Germany. 82 subjects where allocated for training with an educational adventure-game (GbEl group) and 69 subjects for conventional training with a written script-based approach (script group). Learning outcome was measured with a 34 item single choice test. Students' attitudes were collected by a questionnaire regarding fun with the training, motivation to continue the training and self-assessment of acquired knowledge. Results The students in the GbEl group achieved significantly better results in the cognitive knowledge test than the students in the script group: the mean score was 28.6 for the GbEl group and 26.0 for the script group of a total of 34.0 points with a Cohen's d effect size of 0.71 (ITT analysis). Attitudes towards the recent learning experience were significantly more positive with GbEl. Students reported to have more fun while learning with the game when compared to the script-based approach. Conclusions Game-based e-learning is more effective than a script-based approach for the training of urinalysis in regard to cognitive learning outcome and has a high positive motivational impact on learning. Game-based

  4. Criteria for Evaluating a Game-Based CALL Platform

    ERIC Educational Resources Information Center

    Ní Chiaráin, Neasa; Ní Chasaide, Ailbhe

    2017-01-01

    Game-based Computer-Assisted Language Learning (CALL) is an area that currently warrants attention, as task-based, interactive, multimodal games increasingly show promise for language learning. This area is inherently multidisciplinary--theories from second language acquisition, games, and psychology must be explored and relevant concepts from…

  5. Game-Based Learning in Professional Development for Practicing Educators: A Review of the Literature

    ERIC Educational Resources Information Center

    Meredith, Tamara R.

    2016-01-01

    Many game-based learning (GBL) researchers working in K-12 educational settings have supported the incorporation of gaming technologies into classroom practice, but little has been communicated about the effect of incorporating GBL into practicing K-12 educators' professional development. This review is a critical appraisal of the quantity and…

  6. The Effectiveness of Game-Based Learning as an Instructional Strategy to Engage Students in Higher Education in Singapore

    ERIC Educational Resources Information Center

    Tham, Raymond; Tham, Lesley

    2014-01-01

    The Internet Generation today is accustomed to multi-tasking, graphics, fun, and fantasy. Educators are finding it challenging to engage and motivate students with the traditional mode of teaching. They are increasingly seeking to tap the potential of game-based learning to engage and motivate learners. Game-based learning is also catching on in…

  7. Interaction between Gaming and Multistage Guiding Strategies on Students' Field Trip Mobile Learning Performance and Motivation

    ERIC Educational Resources Information Center

    Chen, Chih-Hung; Liu, Guan-Zhi; Hwang, Gwo-Jen

    2016-01-01

    In this study, an integrated gaming and multistage guiding approach was proposed for conducting in-field mobile learning activities. A mobile learning system was developed based on the proposed approach. To investigate the interaction between the gaming and guiding strategies on students' learning performance and motivation, a 2 × 2 experiment was…

  8. Serious game design principles: The impact of game design on learning outcomes

    NASA Astrophysics Data System (ADS)

    Martin, Michael W.

    This dissertation examines the research question "How do video game design principles affect learning outcomes in serious games?" This research first develops a theoretical foundation concerning the meaning of the terms "game" and "serious game". This conceptual clarification is broken down into analytic propositions, which state that games have participants, rules, goals and challenges, and synthetic propositions, which state that the games should be intrinsically compelling, provide meaningful choices, and be self encapsulated. Based on these synthetic propositions, three hypotheses were developed. The hypotheses are that games with an enhanced aesthetic presentation, more meaningful choices, or provide player competition will elicit higher learning outcomes than identical games without these factors. These hypotheses were tested via a quantitative experiment involving 172 undergraduate students in the Old Dominion University Chemistry Department. The students were asked to play a chemistry-oriented serious game entitled Element Solitaire©, which was created by the research author. The students were randomly given different treatments of the Element Solitaire© game to play, and the difference between their learning outcomes were compared. The experimental results demonstrated that the aesthetic presentation of a game can have a significant impact upon the learning outcome. The experiment was not able to discern significant effects from the choice or competition conditions, but further examination of the experimental data did reveal some insight into these aspects of serious game design. Choices need to provide the player with options that have a sufficient value that they will be considered and the application of competition within games needs to be judiciously implemented to promote a positive affect for all players. The results of the theoretical foundations and empirical evidence were then combined with additional theoretical research to develop a set of

  9. Facilitating Effective Digital Game-Based Learning Behaviors and Learning Performances of Students Based on a Collaborative Knowledge Construction Strategy

    ERIC Educational Resources Information Center

    Sung, Han-Yu; Hwang, Gwo-Jen

    2018-01-01

    Researchers have recognized the potential of educational computer games in improving students' learning engagement and outcomes; however, facilitating effective learning behaviors during the gaming process remains an important and challenging issue. In this paper, a collaborative knowledge construction strategy was incorporated into an educational…

  10. The Comparison of Solitary and Collaborative Modes of Game-Based Learning on Students' Science Learning and Motivation

    ERIC Educational Resources Information Center

    Chen, Ching-Huei; Wang, Kuan-Chieh; Lin, Yu-Hsuan

    2015-01-01

    In this study, we investigated and compared solitary and collaborative modes of game-based learning in promoting students' science learning and motivation. A total of fifty seventh grade students participated in this study. The results showed that students who played in a solitary or collaborative mode demonstrated improvement in learning…

  11. Video Game-Based Learning: An Emerging Paradigm for Instruction

    ERIC Educational Resources Information Center

    Squire, Kurt D.

    2008-01-01

    Interactive digital media, or video games, are a powerful new medium. They offer immersive experiences in which players solve problems. Players learn more than just facts--ways of seeing and understanding problems so that they "become" different kinds of people. "Serious games" coming from business strategy, advergaming, and entertainment gaming…

  12. Video Game-Based Learning: An Emerging Paradigm for Instruction

    ERIC Educational Resources Information Center

    Squire, Kurt D.

    2013-01-01

    Interactive digital media, or video games, are a powerful new medium. They offer immersive experiences in which players solve problems. Players learn more than just facts--ways of seeing and understanding problems so that they "become" different kinds of people. "Serious games" coming from business strategy, advergaming, and entertainment gaming…

  13. Investigating the Effectiveness of an Educational Card Game for Learning How Human Immunology Is Regulated

    PubMed Central

    Su, TzuFen; Lin, Shu-Hua

    2014-01-01

    This study was conducted in an attempt to investigate the effectiveness of an educational card game we developed for learning human immunology. Two semesters of evaluation were included to examine the impact of the game on students’ understanding and perceptions of the game-based instruction. Ninety-nine senior high school students (11th graders) were recruited for the first evaluation, and the second-semester group consisted of 72 students (also 11th graders). The results obtained indicate that students did learn from the educational card game. Moreover, students who learned from playing the game significantly outperformed their counterparts in terms of their understanding of the processes and connections among different lines of immunological defense (first semester: t = 2.92, p < 0.01; second semester: t = 3.45, p < 0.01) according to the qualitative analysis of an open-ended question. They generally had positive perceptions toward the game-based instruction and its learning efficiency, and they felt the game-based instruction was much more interesting than traditional didactic lectures (first semester: t = 2.79, p < 0.01; second semester: t = 2.41, p < 0.05). This finding is evidence that the educational card game has potential to facilitate students’ learning of how the immune system works. The implications and suggestions for future work are further discussed. PMID:25185233

  14. Beyond game effectiveness. Part II, a qualitative study of multi-role experiential learning.

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Willis, Matthew; Tucker, Eilish Marie; Raybourn, Elaine Marie

    The present paper is the second in a series published at I/ITSEC that seeks to explain the efficacy of multirole experiential learning employed to create engaging game-based training methods transitioned to the U.S. Army, U.S. Army Special Forces, Civil Affairs, and Psychological Operations teams. The first publication (I/ITSEC 2009) summarized findings from a quantitative study that investigated experiential learning in the multi-player, PC-based game module transitioned to PEO-STRI, DARWARS Ambush! NK (non-kinetic). The 2009 publication reported that participants of multi-role (Player and Reflective Observer/Evaluator) game-based training reported statistically significant learning and engagement. Additionally when the means of the two groupsmore » (Player and Reflective Observer/Evaluator) were compared, they were not statistically significantly different from each other. That is to say that both playing as well as observing/evaluating were engaging learning modalities. The Observer/Evaluator role was designed to provide an opportunity for real-time reflection and meta-cognitive learning during game play. Results indicated that this role was an engaging way to learn about communication, that participants learned something about cultural awareness, and that the skills they learned were helpful in problem solving and decision-making. The present paper seeks to continue to understand what and how users of non-kinetic game-based missions learn by revisiting the 2009 quantitative study with further investigation such as stochastic player performance analysis using latent semantic analyses and graph visualizations to correlate against human coder ratings and pre- and post-test self-analysis. The results are applicable to First-Person game-based learning systems designed to enhance trainee intercultural communication, interpersonal skills, and adaptive thinking. In the full paper, we discuss results obtained from data collected from 78 research participants of

  15. The Impact of Game-Like Features on Learning from an Intelligent Tutoring System

    ERIC Educational Resources Information Center

    Millis, Keith; Forsyth, Carol; Wallace, Patricia; Graesser, Arthur C.; Timmins, Gary

    2017-01-01

    Prior research has shown that students learn from Intelligent Tutoring Systems (ITS). However, students' attention may drift or become disengaged with the task over extended amounts of instruction. To remedy this problem, researchers have examined the impact of game-like features (e.g., a narrative) in digital learning environments on motivation…

  16. Technology and Curriculum Standards: How Well Do Internet-Based Learning Games Support Common Core Standards for Mathematics?

    ERIC Educational Resources Information Center

    Bingham, Teri; Ray, Jan

    2013-01-01

    In an effort to keep up with the new generation of digital learners, educators are integrating multiple forms of technology into their teaching, including online learning game applications. The purpose of this study was to determine the degree to which internet-based learning game applications selected by preservice teachers were aligned with the…

  17. Timing Game-Based Practice in a Reading Comprehension Strategy Tutor

    ERIC Educational Resources Information Center

    Jacovina, Matthew E.; Jackson, G. Tanner; Snow, Erica L.; McNamara, Danielle S.

    2016-01-01

    Game-based practice within Intelligent Tutoring Systems (ITSs) can be optimized by examining how properties of practice activities influence learning outcomes and motivation. In the current study, we manipulated when game-based practice was available to students. All students (n = 149) first completed lesson videos in iSTART-2, an ITS focusing on…

  18. Video Game Learning Dynamics: Actionable Measures of Multidimensional Learning Trajectories

    ERIC Educational Resources Information Center

    Reese, Debbie Denise; Tabachnick, Barbara G.; Kosko, Robert E.

    2015-01-01

    Valid, accessible, reusable methods for instructional video game design and embedded assessment can provide actionable information enhancing individual and collective achievement. Cyberlearning through game-based, metaphor-enhanced learning objects (CyGaMEs) design and embedded assessment quantify player behavior to study knowledge discovery and…

  19. Why Students Engage in "Gaming the System" Behavior in Interactive Learning Environments

    ERIC Educational Resources Information Center

    Baker, Ryan; Walonoski, Jason; Heffernan, Neil; Roll, Ido; Corbett, Albert; Koedinger, Kenneth

    2008-01-01

    In recent years there has been increasing interest in the phenomena of "gaming the system," where a learner attempts to succeed in an educational environment by exploiting properties of the system's help and feedback rather than by attempting to learn the material. Developing environments that respond constructively and effectively to…

  20. Towards a Game-Based Periscope Simulator for Submarine Officers Tactical Training

    DTIC Science & Technology

    2016-06-01

    release; distribution is unlimited TOWARDS A GAME -BASED PERISCOPE SIMULATOR FOR SUBMARINE OFFICERS TACTICAL TRAINING by Rodrigo da Silva Vieira...ONLY 2. REPORT DATE June 2016 3. REPORT TYPE AND DATES COVERED Master’s thesis 4. TITLE AND SUBTITLE TOWARDS A GAME -BASED PERISCOPE SIMULATOR...career to learn and practice these skills. Following an instructional system design process, this thesis developed a 3D, game -based periscope tactical

  1. Personality Traits and Performance in Online Game-Based Learning: Collaborative versus Individual Settings

    ERIC Educational Resources Information Center

    Lara, Miguel Angel

    2013-01-01

    Extant research indicates that, in face-to-face settings, cooperative learning and game-based learning strategies can be effective. However, in online settings (e.g., in distance education), there is a paucity of research in this area. This study was designed to investigate performance and attitudes of university students who played an educational…

  2. A serious game for learning ultrasound-guided needle placement skills.

    PubMed

    Chan, Wing-Yin; Qin, Jing; Chui, Yim-Pan; Heng, Pheng-Ann

    2012-11-01

    Ultrasound-guided needle placement is a key step in a lot of radiological intervention procedures such as biopsy, local anesthesia and fluid drainage. To help training future intervention radiologists, we develop a serious game to teach the skills involved. We introduce novel techniques for realistic simulation and integrate game elements for active and effective learning. This game is designed in the context of needle placement training based on the some essential characteristics of serious games. Training scenarios are interactively generated via a block-based construction scheme. A novel example-based texture synthesis technique is proposed to simulate corresponding ultrasound images. Game levels are defined based on the difficulties of the generated scenarios. Interactive recommendation of desirable insertion paths is provided during the training as an adaptation mechanism. We also develop a fast physics-based approach to reproduce the shadowing effect of needles in ultrasound images. Game elements such as time-attack tasks, hints and performance evaluation tools are also integrated in our system. Extensive experiments are performed to validate its feasibility for training.

  3. Passion play: Will Wright and games for science learning

    NASA Astrophysics Data System (ADS)

    Ching, Dixie

    2012-12-01

    Researchers and instructional designers are exploring the possibilities of using video games to support STEM education in the U.S., not only because they are a popular media form among youth, but also because well-designed games often leverage the best features of inquiry learning. Those interested in using games in an educational capacity may benefit from an examination of the work of video game designer Will Wright. Wright designs through a constructivist lens and his open-ended, sandbox games ( SimCity, The Sims, Spore) present wide "possibility spaces" that allow players to exercise their critical thinking and problem solving skills. His games invoke a delight in discovery that inspire creative acts and interest-driven learning both during and outside of the game. Finally, he reminds us that failure-based learning is a viable strategy for building expertise and understanding.

  4. Games and (Preparation for Future) Learning

    ERIC Educational Resources Information Center

    Hammer, Jessica; Black, John

    2009-01-01

    What makes games effective for learning? The authors argue that games provide vicarious experiences for players, which then amplify the effects of future, formal learning. However, not every game succeeds in doing so! Understanding why some games succeed and others fail at this task means investigating both a given game's design and the…

  5. Learning about water resource sharing through game play

    NASA Astrophysics Data System (ADS)

    Ewen, Tracy; Seibert, Jan

    2016-10-01

    Games are an optimal way to teach about water resource sharing, as they allow real-world scenarios to be enacted. Both students and professionals learning about water resource management can benefit from playing games, through the process of understanding both the complexity of sharing of resources between different groups and decision outcomes. Here we address how games can be used to teach about water resource sharing, through both playing and developing water games. An evaluation of using the web-based game Irrigania in the classroom setting, supported by feedback from several educators who have used Irrigania to teach about the sustainable use of water resources, and decision making, at university and high school levels, finds Irrigania to be an effective and easy tool to incorporate into a curriculum. The development of two water games in a course for masters students in geography is also presented as a way to teach and communicate about water resource sharing. Through game development, students learned soft skills, including critical thinking, problem solving, team work, and time management, and overall the process was found to be an effective way to learn about water resource decision outcomes. This paper concludes with a discussion of learning outcomes from both playing and developing water games.

  6. An Educational Board Game to Assist PharmD Students in Learning Autonomic Nervous System Pharmacology.

    PubMed

    Jones, J Shawn; Tincher, Lindsay; Odeng-Otu, Emmanuel; Herdman, Michelle

    2015-10-25

    Objective. To examine whether playing a board game can assist PharmD students in learning autonomic nervous system (ANS) pharmacology. Design. Of 72 students enrolled in a required second-year pharmacology course, 22 students volunteered to play the board game, which was followed by an in-class examination consisting of 42 ANS questions (ANSQs) and 8 control questions (CTLQs). Participants were given a pretest and a posttest to assess immediate educational improvement. Participants' scores for pretest, posttest, in-class examination, and ANSQs were compared. Also, scores for examination, ANSQs, and CTLQs were compared between board game participants (PART) and nonparticipating classmates (NPART). Assessment. Board game participants scored progressively higher between the pretest, posttest, examination, and ANSQs. Additionally, PART scores were higher than NPART scores for examination and ANSQs. Difference between PART and NPART CTLQ scores was not significant. Conclusion. A board game can assist PharmD students in learning ANS pharmacology.

  7. Embedding Diagnostic Mechanisms in a Digital Game for Learning Mathematics

    ERIC Educational Resources Information Center

    Huang, Yueh-Min; Huang, Shu-Hsien; Wu, Ting-Ting

    2014-01-01

    Mathematics is closely related to daily life, but it is also one of the lessons which often cause anxiety to primary school students. Digital game-based learning (DGBL) has been regarded as a sound learning strategy in raising learner willingness and interest in many disciplines. Thus, ways of designing a DGBL system to mitigate anxiety are well…

  8. Design principles for simulation games for learning clinical reasoning: A design-based research approach.

    PubMed

    Koivisto, J-M; Haavisto, E; Niemi, H; Haho, P; Nylund, S; Multisilta, J

    2018-01-01

    Nurses sometimes lack the competence needed for recognising deterioration in patient conditions and this is often due to poor clinical reasoning. There is a need to develop new possibilities for learning this crucial competence area. In addition, educators need to be future oriented; they need to be able to design and adopt new pedagogical innovations. The purpose of the study is to describe the development process and to generate principles for the design of nursing simulation games. A design-based research methodology is applied in this study. Iterative cycles of analysis, design, development, testing and refinement were conducted via collaboration among researchers, educators, students, and game designers. The study facilitated the generation of reusable design principles for simulation games to guide future designers when designing and developing simulation games for learning clinical reasoning. This study makes a major contribution to research on simulation game development in the field of nursing education. The results of this study provide important insights into the significance of involving nurse educators in the design and development process of educational simulation games for the purpose of nursing education. Copyright © 2017 Elsevier Ltd. All rights reserved.

  9. Digital Game-Based Learning: A Didactic Experience in the Pre-Degree Nursing Career.

    PubMed

    Solís de Ovando, A; Rodríguez, A; Hullin, C

    2018-01-01

    Nowadays we are faced with a society immersed in globalization and native technology, causing a great challenge in the university teaching staff. The gamification, as teaching-learning didactic methodology, gathers the characteristics that allow to motivate and achieve an active and significant learning. The objective of this work is to show the experience of the nursing career, which combines the learning based on games and the use of digital applications.

  10. Game-Based Remedial Instruction in Mastery Learning for Upper-Primary School Students

    ERIC Educational Resources Information Center

    Lin, Chun-Hung; Liu, Eric Zhi-Feng; Chen, Yu-Liang; Liou, Pey-Yan; Chang, Maiga; Wu, Cheng-Hong; Yuan, Shyan-Ming

    2013-01-01

    The study examines the effectiveness of using computer games for after-school remedial mastery learning. We incorporated instructional materials related to "area of a circle" into the popular Monopoly game to enhance the performance of sixth-grade students learning mathematics. The program requires that students enter the answers to…

  11. A game theory-reinforcement learning (GT-RL) method to develop optimal operation policies for multi-operator reservoir systems

    NASA Astrophysics Data System (ADS)

    Madani, Kaveh; Hooshyar, Milad

    2014-11-01

    Reservoir systems with multiple operators can benefit from coordination of operation policies. To maximize the total benefit of these systems the literature has normally used the social planner's approach. Based on this approach operation decisions are optimized using a multi-objective optimization model with a compound system's objective. While the utility of the system can be increased this way, fair allocation of benefits among the operators remains challenging for the social planner who has to assign controversial weights to the system's beneficiaries and their objectives. Cooperative game theory provides an alternative framework for fair and efficient allocation of the incremental benefits of cooperation. To determine the fair and efficient utility shares of the beneficiaries, cooperative game theory solution methods consider the gains of each party in the status quo (non-cooperation) as well as what can be gained through the grand coalition (social planner's solution or full cooperation) and partial coalitions. Nevertheless, estimation of the benefits of different coalitions can be challenging in complex multi-beneficiary systems. Reinforcement learning can be used to address this challenge and determine the gains of the beneficiaries for different levels of cooperation, i.e., non-cooperation, partial cooperation, and full cooperation, providing the essential input for allocation based on cooperative game theory. This paper develops a game theory-reinforcement learning (GT-RL) method for determining the optimal operation policies in multi-operator multi-reservoir systems with respect to fairness and efficiency criteria. As the first step to underline the utility of the GT-RL method in solving complex multi-agent multi-reservoir problems without a need for developing compound objectives and weight assignment, the proposed method is applied to a hypothetical three-agent three-reservoir system.

  12. Serious games experiment toward agent-based simulation

    USGS Publications Warehouse

    Wein, Anne; Labiosa, William

    2013-01-01

    within challenging environmental and ecosystem-management contexts and to provide an interactive way of learning about the complexity of interactions between people and natural systems. Further progress on the use of pedagogical games to fulfill the USGS mission will require collaboration among scientists, game developers, educators, and stakeholders. We conclude that as the USGS positions itself to communicate and convey the results of multiple science strategies, including natural-resource security and sustainability, pedagogical game development and agent-based modeling offer a means to (1) establish interdisciplinary and collaborative teams with a focused integrated outcome; (2) contribute to the modeling of interaction, feedback, and adaptation of ecosystems; and (3) enable social learning through a broadly appealing and increasingly sophisticated medium.

  13. The Role of Pre-Game Learning Attitude in the Prediction to Competitive Anxiety, Perceived Utility of Pre-Game Learning of Game, and Gameplay Interest

    ERIC Educational Resources Information Center

    Hong, Jon-Chao; Hwang, Ming-Yueh; Liu, Yeu-Ting; Lin, Pei-Hsin; Chen, Yi-Ling

    2016-01-01

    Educational games can be viewed in two ways, "learning to play" or "playing to learn." The Chinese Idiom String Up Game was specifically designed to examine the effect of "learning to play" on the interrelatedness of players' gameplay interest, competitive anxiety, and perceived utility of pre-game learning (PUPGL).…

  14. Playing Games: Do Game Consoles Have a Positive Impact on Girls' Learning Outcomes and Motivation?

    ERIC Educational Resources Information Center

    Kitching, Lucy; Wheeler, Steve

    2013-01-01

    Games based learning is currently a hotly debated topic in education and is a fertile field of study (Holmes, 2011; Abrams, 2009). Many schools are exploring ways in which games can be embedded into the curriculum, to enhance learning through deeper engagement and higher levels of motivation (Miller & Robertson, 2010). This paper explores the…

  15. Transforming Classrooms through Game-Based Learning: A Feasibility Study in a Developing Country

    ERIC Educational Resources Information Center

    Vate-U-Lan, Poonsri

    2015-01-01

    This article reports an exploratory study which investigated attitudes towards the practice of game-based learning in teaching STEM (science, technology, engineering and mathematics) within a Thai educational context. This self-administered Internet-based survey yielded 169 responses from a snowball sampling technique. Three fifths of respondents…

  16. Metrics for Learning from Simulations (and Perhaps Games)

    ERIC Educational Resources Information Center

    Rushby, Nick

    2016-01-01

    One of the key trends in learning technology in recent years has been the growing interest in simulations and serious games. Much of the research into simulations and serious games has tended to focus on aspects of fun and engagement rather than on what is happening in the process to cause transferable learning. Much of it has been based on small…

  17. Constructionist Gaming: Understanding the Benefits of Making Games for Learning

    ERIC Educational Resources Information Center

    Kafai, Yasmin B.; Burke, Quinn

    2015-01-01

    There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions--namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning.…

  18. Mobile Game for Learning Bacteriology

    ERIC Educational Resources Information Center

    Sugimura, Ryo; Kawazu, Sotaro; Tamari, Hiroki; Watanabe, Kodai; Nishimura, Yohei; Oguma, Toshiki; Watanabe, Katsushiro; Kaneko, Kosuke; Okada, Yoshihiro; Yoshida, Motofumi; Takano, Shigeru; Inoue, Hitoshi

    2014-01-01

    This paper treats serious games. Recently, one of the game genres called serious game has become popular, which has other purposes besides enjoyments like education, training and so on. Especially, learning games of the serious games seem very attractive for the age of video games so that the authors developed a mobile game for learning…

  19. Examining the Characteristics of Digital Learning Games Designed by In-Service Teachers

    ERIC Educational Resources Information Center

    An, Yun-Jo; Cao, Li

    2017-01-01

    In order to better understand teachers' perspectives on the design and development of digital game-based learning environments, this study examined the characteristics of digital learning games designed by teachers. In addition, this study explored how game design and peer critique activities influenced their perceptions of digital game-based…

  20. Enhancing learning: A comparison of lecture and gaming outcomes.

    PubMed

    Gipson, Mary; Bear, Mary

    2013-01-01

    Contrary to what we anticipated, our outcomes indicated that learning and satisfaction with learning were no different between the traditional lecture group and the educational gaming group. Learners in the gaming group scored on the examination just as well as, but no higher than, did those in the lecture group. Similarly, students in the gaming group were just as, but no more, satisfied with their learning than were students in the lecture group. Of note, both teaching/learning strategies were shown to be effective for learning with students earning a B average on the examination. Likewise, students in both groups were very satisfied with their respective teaching/learning strategies. Given that our assessment did not support gaming as a superior teaching/learning strategy over lecture, what remains now is the need for a longitudinal study to determine if there are differences in long-term learning. As we implement creative methods of instruction, it is also important to test their effectiveness to ensure that the teaching-learning process is evidence based.

  1. The Effect of Using Exercise-Based Computer Games during the Process of Learning on Academic Achievement among Education Majors

    ERIC Educational Resources Information Center

    Kablan, Zeynel

    2010-01-01

    The aim of this study is to define whether using exercise-based games increase the performance of learning. For this reason, two basic questions were tried to be answered in the study. First, is there any difference in learning between the group that was given exercise-based games and the group that was not? Second, is there any difference in…

  2. Using Educational Games for Sign Language Learning--A SignWriting Learning Game: Case Study

    ERIC Educational Resources Information Center

    Bouzid, Yosra; Khenissi, Mohamed Ali; Essalmi, Fathi; Jemni, Mohamed

    2016-01-01

    Apart from being used as a means of entertainment, computer games have been adopted for a long time as a valuable tool for learning. Computer games can offer many learning benefits to students since they can consume their attention and increase their motivation and engagement which can then lead to stimulate learning. However, most of the research…

  3. Effects of the Badge Mechanism on Self-Efficacy and Learning Performance in a Game-Based English Learning Environment

    ERIC Educational Resources Information Center

    Yang, Jie Chi; Quadir, Benazir; Chen, Nian-Shing

    2016-01-01

    A growing number of studies have been conducted on digital game-based learning (DGBL). However, there has been a lack of attention paid to individuals' self-efficacy and learning performance in the implementation of DGBL. This study therefore investigated how the badge mechanism in DGBL enhanced users' self-efficacy in the subject domain of…

  4. PlayPhysics: An Emotional Games Learning Environment for Teaching Physics

    NASA Astrophysics Data System (ADS)

    Muñoz, Karla; Kevitt, Paul Mc; Lunney, Tom; Noguez, Julieta; Neri, Luis

    To ensure learning, game-based learning environments must incorporate assessment mechanisms, e.g. Intelligent Tutoring Systems (ITSs). ITSs are focused on recognising and influencing the learner's emotional or motivational states. This research focuses on designing and implementing an affective student model for intelligent gaming, which reasons about the learner's emotional state from cognitive and motivational variables using observable behaviour. A Probabilistic Relational Models (PRMs) approach is employed to derive Dynamic Bayesian Networks (DBNs). The model uses the Control-Value theory of 'achievement emotions' as a basis. A preliminary test was conducted to recognise the students' prospective-outcome emotions with results presented and discussed. PlayPhysics is an emotional games learning environment for teaching Physics. Once the affective student model proves effective it will be incorporated into PlayPhysics' architecture. The design, evaluation and postevaluation of PlayPhysics are also discussed. Future work will focus on evaluating the affective student model with a larger population of students, and on providing affective feedback.

  5. Combining Learning and Assessment in Assessment-Based Gaming Environments: A Case Study from a New York City School

    ERIC Educational Resources Information Center

    Zapata-Rivera, Diego; VanWinkle, Waverely; Doyle, Bryan; Buteux, Alyssa; Bauer, Malcolm

    2009-01-01

    Purpose: The purpose of this paper is to propose and demonstrate an evidence-based scenario design framework for assessment-based computer games. Design/methodology/approach: The evidence-based scenario design framework is presented and demonstrated by using BELLA, a new assessment-based gaming environment aimed at supporting student learning of…

  6. The Effects of Game Strategy and Preference-Matching on Flow Experience and Programming Performance in Game-Based Learning

    ERIC Educational Resources Information Center

    Wang, Li-Chun; Chen, Ming-Puu

    2010-01-01

    Learning to program is difficult for novices, even for those undergraduates who have majored in computer science. The study described in this paper has investigated the effects of game strategy and preference-matching on novice learners' flow experience and performance in learning to program using an experiential gaming activity. One hundred and…

  7. Cultural Alignment and Game-Based Learning

    ERIC Educational Resources Information Center

    Hammer, Jessica; Davidson, Drew

    2017-01-01

    Culture can be understood as systems that produce and reproduce meaning, or as stable sets of meanings within a community. The authors illustrate how educational games produce and reproduce meaning, both related to the content being addressed and about the educational process itself. Educational games also rely on shared meanings and norms, which…

  8. Domain learning naming game for color categorization.

    PubMed

    Li, Doujie; Fan, Zhongyan; Tang, Wallace K S

    2017-01-01

    Naming game simulates the evolution of vocabulary in a population of agents. Through pairwise interactions in the games, agents acquire a set of vocabulary in their memory for object naming. The existing model confines to a one-to-one mapping between a name and an object. Focus is usually put onto name consensus in the population rather than knowledge learning in agents, and hence simple learning model is usually adopted. However, the cognition system of human being is much more complex and knowledge is usually presented in a complicated form. Therefore, in this work, we extend the agent learning model and design a new game to incorporate domain learning, which is essential for more complicated form of knowledge. In particular, we demonstrate the evolution of color categorization and naming in a population of agents. We incorporate the human perceptive model into the agents and introduce two new concepts, namely subjective perception and subliminal stimulation, in domain learning. Simulation results show that, even without any supervision or pre-requisition, a consensus of a color naming system can be reached in a population solely via the interactions. Our work confirms the importance of society interactions in color categorization, which is a long debate topic in human cognition. Moreover, our work also demonstrates the possibility of cognitive system development in autonomous intelligent agents.

  9. Domain learning naming game for color categorization

    PubMed Central

    2017-01-01

    Naming game simulates the evolution of vocabulary in a population of agents. Through pairwise interactions in the games, agents acquire a set of vocabulary in their memory for object naming. The existing model confines to a one-to-one mapping between a name and an object. Focus is usually put onto name consensus in the population rather than knowledge learning in agents, and hence simple learning model is usually adopted. However, the cognition system of human being is much more complex and knowledge is usually presented in a complicated form. Therefore, in this work, we extend the agent learning model and design a new game to incorporate domain learning, which is essential for more complicated form of knowledge. In particular, we demonstrate the evolution of color categorization and naming in a population of agents. We incorporate the human perceptive model into the agents and introduce two new concepts, namely subjective perception and subliminal stimulation, in domain learning. Simulation results show that, even without any supervision or pre-requisition, a consensus of a color naming system can be reached in a population solely via the interactions. Our work confirms the importance of society interactions in color categorization, which is a long debate topic in human cognition. Moreover, our work also demonstrates the possibility of cognitive system development in autonomous intelligent agents. PMID:29136661

  10. Promoting Social and Emotional Learning with Games: "It's Fun and We Learn Things"

    ERIC Educational Resources Information Center

    Hromek, Robyn; Roffey, Sue

    2009-01-01

    This article has two broad objectives: (a) It reviews the theoretical and practical literature on the use of games to facilitate social and emotional learning (SEL). (b) Based on this review, it argues that games are a powerful way of developing social and emotional learning in young people. In addition, we draw on our collective experience as…

  11. Kurt Squire on Gaming and Learning

    ERIC Educational Resources Information Center

    Harris, Christopher

    2010-01-01

    If one wants to learn about the role that games play in education, then the University of Wisconsin at Madison is the place to go. It's home to the Games, Learning, and Society Initiative and its current director Dr. Kurt Squire. In this interview, Squire talks about his research and how libraries can embrace gaming as a tool for learning.

  12. A Description Grid to Support the Design of Learning Role-Play Games

    ERIC Educational Resources Information Center

    Mariais, Christelle; Michau, Florence; Pernin, Jean-Philippe

    2012-01-01

    To strengthen the motivation of learners, the professional training sector is focusing more and more on game-based learning. In this context, the authors have become interested in the design of Learning Role-Play Game (LRPG) scenarios. The aim of this article is to improve the designers' confidence in the validity of the game-based learning…

  13. What Can K-12 School Leaders Learn from Video Games and Gaming?

    ERIC Educational Resources Information Center

    Halverson, Richard

    2005-01-01

    Schools have much to learn from video games and the gaming community. By providing compelling activities for motivating otherwise indifferent learners, video games can potentially help teachers improve the design of learning environments. However, there are considerable rhetorical and practical barriers between the schooling and gaming communities…

  14. Learning, Realizability and Games in Classical Arithmetic

    NASA Astrophysics Data System (ADS)

    Aschieri, Federico

    2010-12-01

    In this dissertation we provide mathematical evidence that the concept of learning can be used to give a new and intuitive computational semantics of classical proofs in various fragments of Predicative Arithmetic. First, we extend Kreisel modified realizability to a classical fragment of first order Arithmetic, Heyting Arithmetic plus EM1 (Excluded middle axiom restricted to Sigma^0_1 formulas). We introduce a new realizability semantics we call "Interactive Learning-Based Realizability". Our realizers are self-correcting programs, which learn from their errors and evolve through time. Secondly, we extend the class of learning based realizers to a classical version PCFclass of PCF and, then, compare the resulting notion of realizability with Coquand game semantics and prove a full soundness and completeness result. In particular, we show there is a one-to-one correspondence between realizers and recursive winning strategies in the 1-Backtracking version of Tarski games. Third, we provide a complete and fully detailed constructive analysis of learning as it arises in learning based realizability for HA+EM1, Avigad's update procedures and epsilon substitution method for Peano Arithmetic PA. We present new constructive techniques to bound the length of learning processes and we apply them to reprove - by means of our theory - the classic result of Godel that provably total functions of PA can be represented in Godel's system T. Last, we give an axiomatization of the kind of learning that is needed to computationally interpret Predicative classical second order Arithmetic. Our work is an extension of Avigad's and generalizes the concept of update procedure to the transfinite case. Transfinite update procedures have to learn values of transfinite sequences of non computable functions in order to extract witnesses from classical proofs.

  15. Students as Game Designers vs. "Just" Players: Comparison of Two Different Approaches to Location-Based Games Implementation into School Curricula

    ERIC Educational Resources Information Center

    Slussareff, Michaela; Bohácková, Petra

    2016-01-01

    This paper compares two kinds of educational treatment within location-based game approach; learning by playing a location-based game and learning by designing a location-based game. Two parallel elementary school classes were included in our study (N = 27; age 14-15). The "designers" class took part in the whole process of game design…

  16. The effects of a problem-based learning digital game on continuing motivation to learn science

    NASA Astrophysics Data System (ADS)

    Toprac, Paul K.

    The purpose of this study was to determine whether playing a problem-based learning (PBL) computer game, Alien Rescue III, would promote continuing motivation (CM) to learn science, and to explore the possible sources of CM. Another goal was to determine whether CM and interest to learn science in the classroom were identical constructs. CM was defined as the pursuit of academic learning goals in noninstructional contexts that were initially encountered in the classroom. Alien Rescue was played for a total of 9 hours in the seventh grade of a private middle school with 44 students, total, participating. The study used a design-based research approach that attempted to triangulate quantitative and qualitative methods. A science knowledge test, and two self-report questionnaires---one measuring motivation and one measuring CM---were administered preintervention, postintervention, and follow-up. Qualitative data was also collected, including student interviews, classroom observations, written responses, and a science teacher interview. Repeated measures ANOVAs were used to determine any significant changes in scores. A multiple regression analysis was used to explore whether a model of CM could be determined using the Eccles' expectancy-value achievement motivation model. The constant comparative method was used to obtain relevant information from the qualitative data. Based on contradictory quantitative and qualitative findings, results were mixed as to whether students exhibited an increase in CM to learn space science. Students continued to freely engage Alien Rescue during the mid-class break, but this does not strictly adhere to the definition of CM. However, many students did find space science more interesting than anticipated and developed increased desire to learn more in class, if not outside of class. Results also suggest that CM and interest in learning more in class are separate but related constructs. Finally, no satisfactory model emerged from the

  17. Geography Map Knowledge Acquisition by Solving a Jigsaw Map Compared to Self-Study: Investigating Game Based Learning

    ERIC Educational Resources Information Center

    Dang, Srishti; Ved, Arunima; Vemuri, Kavita

    2018-01-01

    Efficacy of games as learning medium is of interest to researchers and the gaming industry. A critical metric for learning is knowledge retention and very few studies have conducted in-depth comparisons of: a) game versus no-game learning, b) collaborative versus individual learning. Towards this, the study reported in this article will present…

  18. Constructionist Gaming: Understanding the Benefits of Making Games for Learning.

    PubMed

    Kafai, Yasmin B; Burke, Quinn

    2015-10-02

    There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions-namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning. We found that the majority of studies focused on teaching coding and academic content through game making, and that few studies explicitly examined the roles of collaboration and identity in the game making process. We argue that future discussions of serious gaming ought to be more inclusive of constructionist approaches to realize the full potential of serious gaming. Making games, we contend, not only more genuinely introduces children to a range of technical skills but also better connects them to each other, addressing the persistent issues of access and diversity present in traditional digital gaming cultures.

  19. Constructionist Gaming: Understanding the Benefits of Making Games for Learning

    PubMed Central

    Kafai, Yasmin B.; Burke, Quinn

    2015-01-01

    There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions—namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning. We found that the majority of studies focused on teaching coding and academic content through game making, and that few studies explicitly examined the roles of collaboration and identity in the game making process. We argue that future discussions of serious gaming ought to be more inclusive of constructionist approaches to realize the full potential of serious gaming. Making games, we contend, not only more genuinely introduces children to a range of technical skills but also better connects them to each other, addressing the persistent issues of access and diversity present in traditional digital gaming cultures. PMID:27019536

  20. Learning in Balance: Using Oscillatory EEG Biomarkers of Attention, Motivation and Vigilance to Interpret Game-Based Learning

    ERIC Educational Resources Information Center

    Cowley, Benjamin; Ravaja, Niklas

    2014-01-01

    Motivated by the link between play and learning, proposed in literature to have a neurobiological basis, we study the electroencephalogram and associated psychophysiology of "learning game" players. Forty-five players were tested for topic comprehension by a questionnaire administered before and after solo playing of the game Peacemaker…

  1. Building Adaptive Game-Based Learning Resources: The Integration of IMS Learning Design and

    ERIC Educational Resources Information Center

    Burgos, Daniel; Moreno-Ger, Pablo; Sierra, Jose Luis; Fernandez-Manjon, Baltasar; Specht, Marcus; Koper, Rob

    2008-01-01

    IMS Learning Design (IMS-LD) is a specification to create units of learning (UoLs), which express a certain pedagogical model or strategy (e.g., adaptive learning with games). However, the authoring process of a UoL remains difficult because of the lack of high-level authoring tools for IMS-LD, even more so when the focus is on specific topics,…

  2. Investigating the effectiveness of an educational card game for learning how human immunology is regulated.

    PubMed

    Su, TzuFen; Cheng, Meng-Tzu; Lin, Shu-Hua

    2014-01-01

    This study was conducted in an attempt to investigate the effectiveness of an educational card game we developed for learning human immunology. Two semesters of evaluation were included to examine the impact of the game on students' understanding and perceptions of the game-based instruction. Ninety-nine senior high school students (11th graders) were recruited for the first evaluation, and the second-semester group consisted of 72 students (also 11th graders). The results obtained indicate that students did learn from the educational card game. Moreover, students who learned from playing the game significantly outperformed their counterparts in terms of their understanding of the processes and connections among different lines of immunological defense (first semester: t = 2.92, p < 0.01; second semester: t = 3.45, p < 0.01) according to the qualitative analysis of an open-ended question. They generally had positive perceptions toward the game-based instruction and its learning efficiency, and they felt the game-based instruction was much more interesting than traditional didactic lectures (first semester: t = 2.79, p < 0.01; second semester: t = 2.41, p < 0.05). This finding is evidence that the educational card game has potential to facilitate students' learning of how the immune system works. The implications and suggestions for future work are further discussed. © 2014 T. Su et al. CBE—Life Sciences Education © 2014 The American Society for Cell Biology. This article is distributed by The American Society for Cell Biology under license from the author(s). It is available to the public under an Attribution–Noncommercial–Share Alike 3.0 Unported Creative Commons License (http://creativecommons.org/licenses/by-nc-sa/3.0).

  3. Into the Weeds: A Critical Analysis of Game Mechanics and Learning Goals in Games for Learning

    ERIC Educational Resources Information Center

    Horstman, Theresa

    2013-01-01

    In the broadest scope, the purpose of this research is to expose the range and complexity of how educational games support learning. In a more narrowed scope, the purpose is to develop a method to help identify the qualities of educational video games that support learning. This is accomplished by analyzing the design of the game and the…

  4. A Prototype SSVEP Based Real Time BCI Gaming System

    PubMed Central

    Martišius, Ignas

    2016-01-01

    Although brain-computer interface technology is mainly designed with disabled people in mind, it can also be beneficial to healthy subjects, for example, in gaming or virtual reality systems. In this paper we discuss the typical architecture, paradigms, requirements, and limitations of electroencephalogram-based gaming systems. We have developed a prototype three-class brain-computer interface system, based on the steady state visually evoked potentials paradigm and the Emotiv EPOC headset. An online target shooting game, implemented in the OpenViBE environment, has been used for user feedback. The system utilizes wave atom transform for feature extraction, achieving an average accuracy of 78.2% using linear discriminant analysis classifier, 79.3% using support vector machine classifier with a linear kernel, and 80.5% using a support vector machine classifier with a radial basis function kernel. PMID:27051414

  5. A Prototype SSVEP Based Real Time BCI Gaming System.

    PubMed

    Martišius, Ignas; Damaševičius, Robertas

    2016-01-01

    Although brain-computer interface technology is mainly designed with disabled people in mind, it can also be beneficial to healthy subjects, for example, in gaming or virtual reality systems. In this paper we discuss the typical architecture, paradigms, requirements, and limitations of electroencephalogram-based gaming systems. We have developed a prototype three-class brain-computer interface system, based on the steady state visually evoked potentials paradigm and the Emotiv EPOC headset. An online target shooting game, implemented in the OpenViBE environment, has been used for user feedback. The system utilizes wave atom transform for feature extraction, achieving an average accuracy of 78.2% using linear discriminant analysis classifier, 79.3% using support vector machine classifier with a linear kernel, and 80.5% using a support vector machine classifier with a radial basis function kernel.

  6. A Scaffolding Strategy to Develop Handheld Sensor-Based Vocabulary Games for Improving Students' Learning Motivation and Performance

    ERIC Educational Resources Information Center

    Huang, Yong-Ming; Huang, Yueh-Min

    2015-01-01

    Vocabulary is the foundation for students who learn a foreign language. Nevertheless, students may be bored by the painstaking process of rote learning. To this end, this study designed a handheld sensor-based vocabulary game based on a scaffolding strategy for improving students' motivation and achievement in vocabulary learning. On the one hand,…

  7. Do-It-Yourself Learning Games: Software That Lets You Pick the Questions--and Answers.

    ERIC Educational Resources Information Center

    Hively, Wells

    1984-01-01

    Reviews user-adaptable learning games that can be customized for any subject, including Tic Tac Show and the Game Show from Computer Advanced Ideas, which are question-answer learning programs based on game shows, and Master Match from Computer Advanced Ideas and Square Pairs from Scholastic Inc., which are based on the card game Concentration.…

  8. Learning with Serious Games: Is Fun Playing the Game a Predictor of Learning Success?

    ERIC Educational Resources Information Center

    Iten, Nina; Petko, Dominik

    2016-01-01

    Serious games are generally considered to induce positive effects in the areas of learning motivation and learning gains. Yet few studies have examined how these factors are related. Therefore, an empirical study was conducted to test the relationship between anticipated enjoyment and willingness to play, as well as between game enjoyment,…

  9. GAME ON! An Interpretative Phenomenological Analysis of Games-Based Learning in an Undergraduate Liberal Arts Environment

    ERIC Educational Resources Information Center

    Eng, David Anthony, Jr.

    2017-01-01

    Current higher education focuses on a teacher centered pedagogy where students benefit but are not the primary consideration for learning. Conversely, experiential learning focuses on students in the learning process. This is done through a socialized and personalized environment that can be implemented through the application of games-based…

  10. Using Android-Based Educational Game for Learning Colloid Material

    NASA Astrophysics Data System (ADS)

    Sari, S.; Anjani, R.; Farida, I.; Ramdhani, M. A.

    2017-09-01

    This research is based on the importance of the development of student’s chemical literacy on Colloid material using Android-based educational game media. Educational game products are developed through research and development design. In the analysis phase, material analysis is performed to generate concept maps, determine chemical literacy indicators, game strategies and set game paths. In the design phase, product packaging is carried out, then validation and feasibility test are performed. Research produces educational game based on Android that has the characteristics that is: Colloid material presented in 12 levels of game in the form of questions and challenges, presents visualization of discourse, images and animation contextually to develop the process of thinking and attitude. Based on the analysis of validation and trial results, the product is considered feasible to use.

  11. When Playing Meets Learning: Methodological Framework for Designing Educational Games

    NASA Astrophysics Data System (ADS)

    Linek, Stephanie B.; Schwarz, Daniel; Bopp, Matthias; Albert, Dietrich

    Game-based learning builds upon the idea of using the motivational potential of video games in the educational context. Thus, the design of educational games has to address optimizing enjoyment as well as optimizing learning. Within the EC-project ELEKTRA a methodological framework for the conceptual design of educational games was developed. Thereby state-of-the-art psycho-pedagogical approaches were combined with insights of media-psychology as well as with best-practice game design. This science-based interdisciplinary approach was enriched by enclosed empirical research to answer open questions on educational game-design. Additionally, several evaluation-cycles were implemented to achieve further improvements. The psycho-pedagogical core of the methodology can be summarized by the ELEKTRA's 4Ms: Macroadaptivity, Microadaptivity, Metacognition, and Motivation. The conceptual framework is structured in eight phases which have several interconnections and feedback-cycles that enable a close interdisciplinary collaboration between game design, pedagogy, cognitive science and media psychology.

  12. Issues of Learning Games: From Virtual to Real

    ERIC Educational Resources Information Center

    Carron, Thibault; Pernelle, Philippe; Talbot, Stéphane

    2013-01-01

    Our research work deals with the development of new learning environments, and we are particularly interested in studying the different aspects linked to users' collaboration in these environments. We believe that Game-based Learning can significantly enhance learning. That is why we have developed learning environments grounded on graphical…

  13. A Methodological Proposal for Learning Games Selection and Quality Assessment

    ERIC Educational Resources Information Center

    Dondi, Claudio; Moretti, Michela

    2007-01-01

    This paper presents a methodological proposal elaborated in the framework of two European projects dealing with game-based learning, both of which have focused on "quality" aspects in order to create suitable tools that support European educators, practitioners and lifelong learners in selecting and assessing learning games for use in…

  14. Designing an Educational Game with Ten Steps to Complex Learning

    ERIC Educational Resources Information Center

    Enfield, Jacob

    2012-01-01

    Few instructional design (ID) models exist which are specific for developing educational games. Moreover, those extant ID models have not been rigorously evaluated. No ID models were found which focus on educational games with complex learning objectives. "Ten Steps to Complex Learning" (TSCL) is based on the four component instructional…

  15. Learning from number board games: you learn what you encode.

    PubMed

    Laski, Elida V; Siegler, Robert S

    2014-03-01

    We tested the hypothesis that encoding the numerical-spatial relations in a number board game is a key process in promoting learning from playing such games. Experiment 1 used a microgenetic design to examine the effects on learning of the type of counting procedure that children use. As predicted, having kindergartners count-on from their current number on the board while playing a 0-100 number board game facilitated their encoding of the numerical-spatial relations on the game board and improved their number line estimates, numeral identification, and count-on skill. Playing the same game using the standard count-from-1 procedure led to considerably less learning. Experiment 2 demonstrated that comparable improvement in number line estimation does not occur with practice encoding the numerals 1-100 outside of the context of a number board game. The general importance of aligning learning activities and physical materials with desired mental representations is discussed. PsycINFO Database Record (c) 2014 APA, all rights reserved.

  16. Payoff-based learning explains the decline in cooperation in public goods games.

    PubMed

    Burton-Chellew, Maxwell N; Nax, Heinrich H; West, Stuart A

    2015-02-22

    Economic games such as the public goods game are increasingly being used to measure social behaviours in humans and non-human primates. The results of such games have been used to argue that people are pro-social, and that humans are uniquely altruistic, willingly sacrificing their own welfare in order to benefit others. However, an alternative explanation for the empirical observations is that individuals are mistaken, but learn, during the game, how to improve their personal payoff. We test between these competing hypotheses, by comparing the explanatory power of different behavioural rules, in public goods games, where individuals are given different amounts of information. We find: (i) that individual behaviour is best explained by a learning rule that is trying to maximize personal income; (ii) that conditional cooperation disappears when the consequences of cooperation are made clearer; and (iii) that social preferences, if they exist, are more anti-social than pro-social. © 2015 The Author(s) Published by the Royal Society. All rights reserved.

  17. Exploring Preservice Teacher Perspectives on Video Games as Learning Tools

    ERIC Educational Resources Information Center

    Ray, Beverly B.; Powell, Angiline; Jacobsen, Brenda

    2014-01-01

    Despite their popularity with learners, many K-12 teachers are reluctant to use video games as learning tools. Addressing issues surrounding this reluctance is important since the educational use of video games is supported by learning theory and an emerging research base. Specifically, this study adopts exploratory research as a means to examine…

  18. Engaging Systems Understanding through Games (Invited)

    NASA Astrophysics Data System (ADS)

    Pfirman, S. L.; Lee, J. J.; Eklund, K.; Turrin, M.; O'Garra, T.; Orlove, B. S.

    2013-12-01

    The Polar Learning And Responding (PoLAR) Climate Change Education Partnership (CCEP), supported by the National Science Foundation's CCEP Phase II program, uses novel educational approaches to engage adult learners and to inform public understanding about climate change. Both previous studies and our experience show that games and game-like activities lead people to explore systems and motivate problem-solving. This presentation focuses on three games developed by the PoLAR team: a multiplayer card game, a strategy board game, and a serious game, and discusses them within the larger framework of research and evaluation of learning outcomes. In the multiplayer card game EcoChains: Arctic Crisis, players learn how to build marine food chains, then strategize ways to make them resilient to a variety of natural and anthropogenic events. In the strategy board game Arctic SMARTIC (Strategic MAnagement of Resources in TImes of Change), participants take on roles, set developmental priorities, and then negotiate to resolve conflicts and deal with climate change scenarios. In the serious game FUTURE COAST, players explore "what if" scenarios in a collaborative narrative environment. Grounded on the award-winning WORLD WITHOUT OIL, which employed a similar story frame to impart energy concepts and realities, FUTURE COAST uses voicemails from the future to impel players through complexities of disrupted systems and realities of human interactions when facing change. Launching February 2014, FUTURE COAST is played online and in field events; players create media designed to be spreadable through their social networks. As players envision possible futures, they create diverse communities of practice that synthesize across human-environment interactions. Playtests highlight how the game evokes systems thinking, and engages and problem-solves via narrative: * 'While I was initially unsure how I'd contribute to a group I'd never met, the project itself proved so engaging that I

  19. Perceptual learning during action video game playing.

    PubMed

    Green, C Shawn; Li, Renjie; Bavelier, Daphne

    2010-04-01

    Action video games have been shown to enhance behavioral performance on a wide variety of perceptual tasks, from those that require effective allocation of attentional resources across the visual scene, to those that demand the successful identification of fleetingly presented stimuli. Importantly, these effects have not only been shown in expert action video game players, but a causative link has been established between action video game play and enhanced processing through training studies. Although an account based solely on attention fails to capture the variety of enhancements observed after action game playing, a number of models of perceptual learning are consistent with the observed results, with behavioral modeling favoring the hypothesis that avid video game players are better able to form templates for, or extract the relevant statistics of, the task at hand. This may suggest that the neural site of learning is in areas where information is integrated and actions are selected; yet changes in low-level sensory areas cannot be ruled out. Copyright © 2009 Cognitive Science Society, Inc.

  20. Exploring the Potential of a Location Based Augmented Reality Game for Language Learning

    ERIC Educational Resources Information Center

    Richardson, Donald

    2016-01-01

    This paper adds to the small but growing body of research into the potential of augmented reality games for teaching and learning English as a foreign language (EFL). It explores the extent to which such games enhance the language learning experience of advanced level EFL learners. The author draws on his work developing "Mission not really…

  1. Effects of Game Technology on Elementary Student Learning in Mathematics

    ERIC Educational Resources Information Center

    Shin, Namsoo; Sutherland, LeeAnn M.; Norris, Cathleen A.; Soloway, Elliot

    2012-01-01

    This paper reports the effects of game technology on student learning in mathematics as investigated in two data sets collected from slightly different subjects. In the first, 41 second graders (7 or 8 years old) from two classes used either a technology-based game or a paper-based game for 5 weeks. For the next 13 weeks, both classes used a…

  2. Analytical model for minority games with evolutionary learning

    NASA Astrophysics Data System (ADS)

    Campos, Daniel; Méndez, Vicenç; Llebot, Josep E.; Hernández, Germán A.

    2010-06-01

    In a recent work [D. Campos, J.E. Llebot, V. Méndez, Theor. Popul. Biol. 74 (2009) 16] we have introduced a biological version of the Evolutionary Minority Game that tries to reproduce the intraspecific competition for limited resources in an ecosystem. In comparison with the complex decision-making mechanisms used in standard Minority Games, only two extremely simple strategies ( juveniles and adults) are accessible to the agents. Complexity is introduced instead through an evolutionary learning rule that allows younger agents to learn taking better decisions. We find that this game shows many of the typical properties found for Evolutionary Minority Games, like self-segregation behavior or the existence of an oscillation phase for a certain range of the parameter values. However, an analytical treatment becomes much easier in our case, taking advantage of the simple strategies considered. Using a model consisting of a simple dynamical system, the phase diagram of the game (which differentiates three phases: adults crowd, juveniles crowd and oscillations) is reproduced.

  3. Use of Digital Game Based Learning and Gamification in Secondary School Science: The Effect on Student Engagement, Learning and Gender Difference

    ERIC Educational Resources Information Center

    Khan, Amna; Ahmad, Farzana Hayat; Malik, Muhammad Muddassir

    2017-01-01

    This study aimed to identify the impact of a game based learning (GBL) application using computer technologies on student engagement in secondary school science classrooms. The literature reveals that conventional Science teaching techniques (teacher-centered lecture and teaching), which foster rote learning among students, are one of the major…

  4. Transfer of conflict and cooperation from experienced games to new games: a connectionist model of learning

    PubMed Central

    Spiliopoulos, Leonidas

    2015-01-01

    The question of whether, and if so how, learning can be transfered from previously experienced games to novel games has recently attracted the attention of the experimental game theory literature. Existing research presumes that learning operates over actions, beliefs or decision rules. This study instead uses a connectionist approach that learns a direct mapping from game payoffs to a probability distribution over own actions. Learning is operationalized as a backpropagation rule that adjusts the weights of feedforward neural networks in the direction of increasing the probability of an agent playing a myopic best response to the last game played. One advantage of this approach is that it expands the scope of the model to any possible n × n normal-form game allowing for a comprehensive model of transfer of learning. Agents are exposed to games drawn from one of seven classes of games with significantly different strategic characteristics and then forced to play games from previously unseen classes. I find significant transfer of learning, i.e., behavior that is path-dependent, or conditional on the previously seen games. Cooperation is more pronounced in new games when agents are previously exposed to games where the incentive to cooperate is stronger than the incentive to compete, i.e., when individual incentives are aligned. Prior exposure to Prisoner's dilemma, zero-sum and discoordination games led to a significant decrease in realized payoffs for all the game classes under investigation. A distinction is made between superficial and deep transfer of learning both—the former is driven by superficial payoff similarities between games, the latter by differences in the incentive structures or strategic implications of the games. I examine whether agents learn to play the Nash equilibria of games, how they select amongst multiple equilibria, and whether they transfer Nash equilibrium behavior to unseen games. Sufficient exposure to a strategically heterogeneous

  5. Fifth Graders' Flow Experience in a Digital Game-Based Science Learning Environment

    ERIC Educational Resources Information Center

    Zheng, Meixun; Spires, Hiller A.

    2014-01-01

    This mixed methods study examined 73 5th graders' flow experience in a game-based science learning environment using two gameplay approaches (solo and collaborative gameplay). Both survey and focus group interview findings revealed that students had high flow experience; however, there were no flow experience differences that were contingent upon…

  6. Effects of Using Teams Games Tournaments (TGT) Cooperative Technique for Learning Mathematics in Secondary Schools of Bangladesh

    ERIC Educational Resources Information Center

    Salam, Abdus; Hossain, Anwar; Rahman, Shahidur

    2015-01-01

    Games-based learning has captured the interest of educationists and industrialists who seek to reveal the characteristics of computer games as perceived by some to be a potentially effective approach for teaching and learning. Despite this interest in using games-based learning, there is a dearth of studies on the context of gaming and education…

  7. Play to Learn, Learn to Play: Language Learning through Gaming Culture

    ERIC Educational Resources Information Center

    Ryu, Dongwan

    2013-01-01

    Many researchers have investigated learning through playing games. However, after playing games, players often go online to establish and participate in the online community where they enrich their game experiences, discuss game-related issues, and create fan-fictions, screenshots, or scenarios. Although these emerging activities are an essential…

  8. Decentralized indirect methods for learning automata games.

    PubMed

    Tilak, Omkar; Martin, Ryan; Mukhopadhyay, Snehasis

    2011-10-01

    We discuss the application of indirect learning methods in zero-sum and identical payoff learning automata games. We propose a novel decentralized version of the well-known pursuit learning algorithm. Such a decentralized algorithm has significant computational advantages over its centralized counterpart. The theoretical study of such a decentralized algorithm requires the analysis to be carried out in a nonstationary environment. We use a novel bootstrapping argument to prove the convergence of the algorithm. To our knowledge, this is the first time that such analysis has been carried out for zero-sum and identical payoff games. Extensive simulation studies are reported, which demonstrate the proposed algorithm's fast and accurate convergence in a variety of game scenarios. We also introduce the framework of partial communication in the context of identical payoff games of learning automata. In such games, the automata may not communicate with each other or may communicate selectively. This comprehensive framework has the capability to model both centralized and decentralized games discussed in this paper.

  9. Computer Games and Learning: The Relationship between Design, Gameplay and Outcomes

    ERIC Educational Resources Information Center

    Schrader, Claudia; Bastiaens, Theo

    2012-01-01

    This article presents a review of existent literature that provides insight in the effectiveness of computer learning games. Based on this research, the effectiveness of games is illustrated in detail with regard to three current perspectives on games: design characteristics of games, the process of gameplay and the reflection of specific…

  10. Learning in Transformational Computer Games: Exploring Design Principles for a Nanotechnology Game

    ERIC Educational Resources Information Center

    Masek, Martin; Murcia, Karen; Morrison, Jason; Newhouse, Paul; Hackling, Mark

    2012-01-01

    Transformational games are digital computer and video applications purposefully designed to create engaging and immersive learning environments for delivering specified learning goals, outcomes and experiences. The virtual world of a transformational game becomes the social environment within which learning occurs as an outcome of the complex…

  11. Evaluation of students' perceptions on game based learning program using fuzzy set conjoint analysis

    NASA Astrophysics Data System (ADS)

    Sofian, Siti Siryani; Rambely, Azmin Sham

    2017-04-01

    An effectiveness of a game based learning (GBL) can be determined from an application of fuzzy set conjoint analysis. The analysis was used due to the fuzziness in determining individual perceptions. This study involved a survey collected from 36 students aged 16 years old of SMK Mersing, Johor who participated in a Mathematics Discovery Camp organized by UKM research group called PRISMatik. The aim of this research was to determine the effectiveness of the module delivered to cultivate interest in mathematics subject in the form of game based learning through different values. There were 11 games conducted for the participants and students' perceptions based on the evaluation of six criteria were measured. A seven-point Likert scale method was used to collect students' preferences and perceptions. This scale represented seven linguistic terms to indicate their perceptions on each module of GBLs. Score of perceptions were transformed into degree of similarity using fuzzy set conjoint analysis. It was found that Geometric Analysis Recreation (GEAR) module was able to increase participant preference corresponded to the six attributes generated. The computations were also made for the other 10 games conducted during the camp. Results found that interest, passion and team work were the strongest values obtained from GBL activities in this camp as participants stated very strongly agreed that these attributes fulfilled their preferences in every module. This was an indicator of efficiency for the program. The evaluation using fuzzy conjoint analysis implicated the successfulness of a fuzzy approach to evaluate students' perceptions toward GBL.

  12. Understanding Computational Thinking before Programming: Developing Guidelines for the Design of Games to Learn Introductory Programming through Game-Play

    ERIC Educational Resources Information Center

    Kazimoglu, Cagin; Kiernan, Mary; Bacon, Liz; MacKinnon, Lachlan

    2011-01-01

    This paper outlines an innovative game-based approach to learning introductory programming that is grounded in the development of computational thinking at an abstract conceptual level, but also provides a direct contextual relationship between game-play and learning traditional introductory programming. The paper proposes a possible model for,…

  13. Computer Games: Increase Learning in an Interactive Multidisciplinary Environment.

    ERIC Educational Resources Information Center

    Betz, Joseph A.

    1996-01-01

    Discusses the educational uses of computer games and simulations and describes a study conducted at the State University of New York College at Farmingdale that used the computer game "Sim City 2000." Highlights include whole systems learning, problem solving, student performance, nonparametric statistics, and treatment of experimental…

  14. Teachers' Experience and Reflections on Game-Based Learning in the Primary Classroom: Views from England and Italy

    ERIC Educational Resources Information Center

    Allsop, Yasemin; Jessel, John

    2015-01-01

    This study aims to provide a comparative account of teachers' experience and views of their role when using digital games in primary classrooms in England and Italy. Interviews and a survey administered online and in hardcopy were used to find out teachers' perceptions of game-based learning and how these impact upon their role as a teacher. This…

  15. The kids got game: Computer/video games, gender and learning outcomes in science classrooms

    NASA Astrophysics Data System (ADS)

    Anderson, Janice Lyn

    In recent years educators have begun to explore how to purposively design computer/video games to support student learning. This interest in video games has arisen in part because educational video games appear to have the potential to improve student motivation and interest in technology, and engage students in learning through the use of a familiar medium (Squire, 2005; Shaffer, 2006; Gee, 2005). The purpose of this dissertation research is to specifically address the issue of student learning through the use of educational computer/video games. Using the Quest Atlantis computer game, this study involved a mixed model research strategy that allowed for both broad understandings of classroom practices and specific analysis of outcomes through the themes that emerged from the case studies of the gendered groups using the game. Specifically, this study examined how fifth-grade students learning about science concepts, such as water quality and ecosystems, unfolds over time as they participate in the Quest Atlantis computer game. Data sources included classroom observations and video, pre- and post-written assessments, pre- and post- student content interviews, student field notebooks, field reports and the field notes of the researcher. To make sense of how students learning unfolded, video was analyzed using a framework of interaction analysis and small group interactions (Jordan & Henderson, 1995; Webb, 1995). These coded units were then examined with respect to student artifacts and assessments and patterns of learning trajectories analyzed. The analysis revealed that overall, student learning outcomes improved from pre- to post-assessments for all students. While there were no observable gendered differences with respect to the test scores and content interviews, there were gendered differences with respect to game play. Implications for game design, use of external scaffolds, games as tools for learning and gendered findings are discussed.

  16. Games, Learning, and Society: Building a Field

    ERIC Educational Resources Information Center

    Squire, Kurt D.

    2007-01-01

    Computer and video games have recently attracted significant attention from educators as a medium for learning. Clark's (2007) critique of the "Serious Games" movement provides a set of useful guidelines for moving that particular industry forward. This article argues for another way of framing the emerging field, as "Games, Learning, and…

  17. Game Theory and Risk-Based Levee System Design

    NASA Astrophysics Data System (ADS)

    Hui, R.; Lund, J. R.; Madani, K.

    2014-12-01

    Risk-based analysis has been developed for optimal levee design for economic efficiency. Along many rivers, two levees on opposite riverbanks act as a simple levee system. Being rational and self-interested, land owners on each river bank would tend to independently optimize their levees with risk-based analysis, resulting in a Pareto-inefficient levee system design from the social planner's perspective. Game theory is applied in this study to analyze decision making process in a simple levee system in which the land owners on each river bank develop their design strategies using risk-based economic optimization. For each land owner, the annual expected total cost includes expected annual damage cost and annualized construction cost. The non-cooperative Nash equilibrium is identified and compared to the social planner's optimal distribution of flood risk and damage cost throughout the system which results in the minimum total flood cost for the system. The social planner's optimal solution is not feasible without appropriate level of compensation for the transferred flood risk to guarantee and improve conditions for all parties. Therefore, cooperative game theory is then employed to develop an economically optimal design that can be implemented in practice. By examining the game in the reversible and irreversible decision making modes, the cost of decision making myopia is calculated to underline the significance of considering the externalities and evolution path of dynamic water resource problems for optimal decision making.

  18. Mathematics Achievement with Digital Game-Based Learning in High School Algebra 1 Classes

    ERIC Educational Resources Information Center

    Ferguson, Terri Lynn Kurley

    2014-01-01

    This study examined the impact of digital game-based learning (DGBL) on mathematics achievement in a rural high school setting in North Carolina. A causal comparative research design was used in this study to collect data to determine the effectiveness of DGBL in high school Algebra 1 classes. Data were collected from the North Carolina…

  19. Empirical Study on the Effect of Digital Game-Based Instruction on Students' Learning Motivation and Achievement

    ERIC Educational Resources Information Center

    Chen, Yen-Chun

    2017-01-01

    As pupils are largely increased the opportunities to contact digital games, the effect of digital games has been broadly discussed and studied. Digital games no longer play the function of entertainment, but could assist students in more active learning and deeper and broader learning, when being applied to instruction. It is limited to learn in…

  20. The Effects of Game-Based Learning on Mathematical Confidence and Performance: High Ability vs. Low Ability

    ERIC Educational Resources Information Center

    Ku, Oskar; Chen, Sherry Y.; Wu, Denise H.; Lao, Andrew C. C.; Chan, Tak-Wai

    2014-01-01

    Many students possess low confidence toward learning mathematics, which, in turn, may lead them to give up pursuing more mathematics knowledge. Recently, game-based learning (GBL) is regarded as a potential means in improving students' confidence. Thus, this study tried to promote students' confidence toward mathematics by using GBL. In addition,…

  1. Mapping Learning and Game Mechanics for Serious Games Analysis

    ERIC Educational Resources Information Center

    Arnab, Sylvester; Lim, Theodore; Carvalho, Maira B.; Bellotti, Francesco; de Freitas, Sara; Louchart, Sandy; Suttie, Neil; Berta, Riccardo; De Gloria, Alessandro

    2015-01-01

    Although there is a consensus on the instructional potential of Serious Games (SGs), there is still a lack of methodologies and tools not only for design but also to support analysis and assessment. Filling this gap is one of the main aims of the Games and Learning Alliance (http://www.galanoe.eu) European Network of Excellence on Serious Games,…

  2. Virtual Games for Real Learning: Learning Online with Serious Fun.

    ERIC Educational Resources Information Center

    Jasinski, Marie; Thiagarajan, Sivasailam

    2000-01-01

    Focuses on the use of e-mail games for learning. Discusses terminology; reasons for using virtual games; promoting person-to-person interaction online; how to play an e-mail game, including three examples of specific games; player reactions; design components; the functions for facilitating an e-mail game; and the game as an excuse for debriefing.…

  3. Pervasive Learning Games: Explorations of Hybrid Educational Gamescapes

    ERIC Educational Resources Information Center

    Thomas, Siobhan

    2006-01-01

    Pervasive gaming has tremendous potential as a learning tool and represents an interesting development in the field of video games and education. The literature surrounding video games and education is vast: For more than 20 years, educationalists have been discussing the potential that exists for the application of video games to learning.…

  4. Making Games Not Work: Paradoxes Embedded in Game-Based Training and Concepts for Overcoming Them

    NASA Technical Reports Server (NTRS)

    Jones, Phillip N.; Cuper, Taryn

    2010-01-01

    An interest in game-based training solutions is natural. All one has to do is watch someone fully engaged in a modern game to see the potential of harnessing that attention for training. However, the reality of game-based training has not fully satisfied these expectations. This paper explains two paradoxes that must be overcome for games to support training. These paradoxes are a result of the realities of the basic human condition clashing with the requirements of learning theory. 80th paradoxes arise from the concept of "engagement" that is central to games. The first comes from a more robust definition of engagement, which is the condition of Flow or Optimal Experience. Flow is the state game developers want to see in users. One aspect of Flow is loss of sense of self as the individual becomes immersed in the experience. The paradox arises because this loss of self directly contradicts the learning requirement of self-reflection. The second paradox comes from theories of play, which state in part that play requires a level of individual freedom. The contradiction arises when game-based play must be harnessed to an organizational training program or regimen. The paper will discuss these paradoxes in the context of an effort to design a game-based training modality to train combat medics and will close with a review of compensating strategies identified by the designers. The paper will provide information important to anyone interested in conceptualizing and designing game-based training.

  5. Science Teachers' Perceptions of the Relationship Between Game Play and Inquiry Learning

    NASA Astrophysics Data System (ADS)

    Mezei, Jessica M.

    mostly articulated learning connections in terms of the active or participatory nature of the experiences. Additionally, a majority of teachers discussed inquiry learning in concert with inquiry teaching which led to a wider range of comparisons made based on the teacher's interpretation of inquiry as a pedagogical approach instead of focusing solely on inquiry learning. This study has implications for both research and practice. Results demonstrate that teachers are interested in game play as it relates to learning and the linkages teachers made between the domains suggests it may yet prove to be a fruitful analogical device that could be leveraged for teacher development. However, further study is needed to test these claims and ultimately, research that further aligns the benefits of game play experiences to teacher practice is encouraged in order to build on the propositions and findings of this thesis.

  6. Novel Card Games for Learning Radiographic Image Quality and Urologic Imaging in Veterinary Medicine.

    PubMed

    Ober, Christopher P

    Second-year veterinary students are often challenged by concepts in veterinary radiology, including the fundamentals of image quality and generation of differential lists. Four card games were developed to provide veterinary students with a supplemental means of learning about radiographic image quality and differential diagnoses in urogenital imaging. Students played these games and completed assessments of their subject knowledge before and after playing. The hypothesis was that playing each game would improve students' understanding of the topic area. For each game, students who played the game performed better on the post-test than students who did not play that game (all p<.01). For three of the four games, students who played each respective game demonstrated significant improvement in scores between the pre-test and the post-test (p<.002). The majority of students expressed that the games were both helpful and enjoyable. Educationally focused games can help students learn classroom and laboratory material. However, game design is important, as the game using the most passive learning process also demonstrated the weakest results. In addition, based on participants' comments, the games were very useful in improving student engagement in the learning process. Thus, use of games in the classroom and laboratory setting seems to benefit the learning process.

  7. Using a Role-Play Simulation Game to Promote Systems Thinking.

    PubMed

    Young, Judith

    2018-01-01

    Learning is a dynamic process where the learner discovers new knowledge and constructs new insights. The "Friday Night in the ER" © role-play simulation game facilitates system thinking, data-based decision making, and collaboration. Nurse educators in academe and health care settings can use this game to practice the essential skills of nurse professionals. J Contin Nurs Educ. 2018;49(1):10-11. Copyright 2018, SLACK Incorporated.

  8. Essential Features of Serious Games Design in Higher Education: Linking Learning Attributes to Game Mechanics

    ERIC Educational Resources Information Center

    Lameras, Petros; Arnab, Sylvester; Dunwell, Ian; Stewart, Craig; Clarke, Samantha; Petridis, Panagiotis

    2017-01-01

    This paper consolidates evidence and material from a range of specialist and disciplinary fields to provide an evidence-based review and synthesis on the design and use of serious games in higher education. Search terms identified 165 papers reporting conceptual and empirical evidence on how learning attributes and game mechanics may be planned,…

  9. Creating Effective Educational Computer Games for Undergraduate Classroom Learning: A Conceptual Model

    ERIC Educational Resources Information Center

    Rapeepisarn, Kowit; Wong, Kok Wai; Fung, Chun Che; Khine, Myint Swe

    2008-01-01

    When designing Educational Computer Games, designers usually consider target age, interactivity, interface and other related issues. They rarely explore the genres which should employ into one type of educational game. Recently, some digital game-based researchers made attempt to combine game genre with learning theory. Different researchers use…

  10. Combining Digital Archives Content with Serious Game Approach to Create a Gamified Learning Experience

    NASA Astrophysics Data System (ADS)

    Shih, D.-T.; Lin, C. L.; Tseng, C.-Y.

    2015-08-01

    This paper presents an interdisciplinary to develop content-aware application that combines game with learning on specific categories of digital archives. The employment of content-oriented game enhances the gamification and efficacy of learning in culture education on architectures and history of Hsinchu County, Taiwan. The gamified form of the application is used as a backbone to support and provide a strong stimulation to engage users in learning art and culture, therefore this research is implementing under the goal of "The Digital ARt/ARchitecture Project". The purpose of the abovementioned project is to develop interactive serious game approaches and applications for Hsinchu County historical archives and architectures. Therefore, we present two applications, "3D AR for Hukou Old " and "Hsinchu County History Museum AR Tour" which are in form of augmented reality (AR). By using AR imaging techniques to blend real object and virtual content, the users can immerse in virtual exhibitions of Hukou Old Street and Hsinchu County History Museum, and to learn in ubiquitous computing environment. This paper proposes a content system that includes tools and materials used to create representations of digitized cultural archives including historical artifacts, documents, customs, religion, and architectures. The Digital ARt / ARchitecture Project is based on the concept of serious game and consists of three aspects: content creation, target management, and AR presentation. The project focuses on developing a proper approach to serve as an interactive game, and to offer a learning opportunity for appreciating historic architectures by playing AR cards. Furthermore, the card game aims to provide multi-faceted understanding and learning experience to help user learning through 3D objects, hyperlinked web data, and the manipulation of learning mode, and then effectively developing their learning levels on cultural and historical archives in Hsinchu County.

  11. Computer-Game-Based Tutoring of Mathematics

    ERIC Educational Resources Information Center

    Ke, Fengfeng

    2013-01-01

    This in-situ, descriptive case study examined the potential of implementing computer mathematics games as an anchor for tutoring of mathematics. Data were collected from middle school students at a rural pueblo school and an urban Hispanic-serving school, through in-field observation, content analysis of game-based tutoring-learning interactions,…

  12. The Effects of Goal-Oriented Instructions in Digital Game-Based Learning

    ERIC Educational Resources Information Center

    Erhel, Séverine; Jamet, Eric

    2016-01-01

    Few studies have investigated the effects of the instructions provided in educational computer games on cognitive processing and learning outcomes. In our experiment, we sought to compare the effects on learning outcomes of two different types of goal-oriented instructions: "mastery-goal" instructions, which prompt learners to develop…

  13. How Games are Designed to Increase Students’ Motivation in Learning Physics? A Literature Review

    NASA Astrophysics Data System (ADS)

    Tinedi, V.; Yohandri, Y.; Djamas, D.

    2018-04-01

    Game is a promising tool to help students in understanding physics concept. It can motivate and provide the opportunities for students to become independent in learning. In order to fulfil these functions, games should be carefully designed. Thus, the objective of this paper is to present how games are designed to increase students’ motivation in learning physics based on several literature reviews. The results showed that there are several ways to increase students’ motivation in learning physics and to achieve that, game dimensions are needed to be considered when designing a game. This literature review may have useful to assist teachers and contribute in improving the design of games.

  14. The Importance of Future Kindergarten Teachers' Beliefs about the Usefulness of Games Based Learning

    ERIC Educational Resources Information Center

    Manessis, Dionysios

    2014-01-01

    This paper examines the importance of future kindergarten teachers' beliefs about the usefulness of Games Based Learning in Early Childhood Education. Data were collected by using questionnaires which were given to the participants at the end of an introductory level, Information and Communication Technologies course. The sample of this study was…

  15. An Investigation of Game-Embedded Handheld Devices to Enhance English Learning

    ERIC Educational Resources Information Center

    Hung, Hui-Chun; Young, Shelley Shwu-Ching

    2015-01-01

    This study proposed and implemented a system combining the advantages of both educational games and wireless handheld technology to promote the interactive English learning in the classroom setting. An interactive English vocabulary acquisition board game was designed with the system being implemented on handheld devices. Thirty sixth-grade…

  16. Comparing 2D and 3D Game-Based Learning Environments in Terms of Learning Gains and Student Perceptions

    ERIC Educational Resources Information Center

    Ak, Oguz; Kutlu, Birgul

    2017-01-01

    The aim of this study was to investigate the effectiveness of traditional, 2D and 3D game-based environments assessed by student achievement scores and to reveal student perceptions of the value of these learning environments. A total of 60 university students from the Faculty of Education who were registered in three sections of a required…

  17. Rapid Prototyping of Mobile Learning Games

    ERIC Educational Resources Information Center

    Federley, Maija; Sorsa, Timo; Paavilainen, Janne; Boissonnier, Kimo; Seisto, Anu

    2014-01-01

    This position paper presents the first results of an on-going project, in which we explore rapid prototyping method to efficiently produce digital learning solutions that are commercially viable. In this first phase, rapid game prototyping and an iterative approach was tested as a quick and efficient way to create learning games and to evaluate…

  18. Design-Based Research and Video Game Based Learning: Developing the Educational Video Game "Citizen Science"

    ERIC Educational Resources Information Center

    Gaydos, Matthew J.

    2013-01-01

    This paper presents a series of studies detailing the research and development of the educational science video game "Citizen Science." It documents the design process, beginning with the initial grant and ending with a case study of two teachers who used the game in their classrooms. Following a design-based research approach, this…

  19. An Unofficial Guide to Web-Based Instructional Gaming and Simulation Resources.

    ERIC Educational Resources Information Center

    Kirk, James J.

    Games and digital-based games and simulations are slowly becoming an accepted learning strategy. Public school teachers, college professors, corporate trainers, and military trainers are embracing games as an effective means of motivating learners and teaching complex concepts. Popular games include action games, adventure games,arcade games,…

  20. Impeding Phenomena Emerging from Students' Constructivist Online Game-Based Learning Process: Implications for the Importance of Teacher Facilitation

    ERIC Educational Resources Information Center

    Jong, Morris Siu-yung; Shang, Junjie

    2015-01-01

    "Virtual Interactive Student-Oriented Learning Environment" ("VISOLE") is a pedagogical approach to integrating constructivist online game-based learning (COGBLe) into formal teaching in school education. This paper reports a qualitative case study on the implementation of VISOLE (in secondary Geography education) in which we…

  1. Acceptance and Use of Game-Based Learning in Vocational Education and Training: An International Survey

    ERIC Educational Resources Information Center

    Schmitz, Birgit; Felicia, Patrick; Bignami, Filippo

    2015-01-01

    This paper presents findings from a study carried out between May and October 2013. Based on a survey, which was developed by the MoGaBa VET project partners, the study aimed at understanding the factors that influence the way vocational instructors perceive and use game-based learning. A total of 267 trainers from eight European countries took…

  2. Learning Recycling from Playing a Kinect Game

    ERIC Educational Resources Information Center

    González Ibánez, José de Jesús Luis; Wang, Alf Inge

    2015-01-01

    The emergence of gesture-based computing and inexpensive gesture recognition technology such as the Kinect have opened doors for a new generation of educational games. Gesture based-based interfaces make it possible to provide user interfaces that are more nature and closer to the tasks being carried out, and helping students that learn best…

  3. Successful Implementation of User-Centered Game Based Learning in Higher Education: An Example from Civil Engineering

    ERIC Educational Resources Information Center

    Ebner, Martin; Holzinger, Andreas

    2007-01-01

    Goal: The use of an online game for learning in higher education aims to make complex theoretical knowledge more approachable. Permanent repetition will lead to a more in-depth learning. Objective: To gain insight into whether and to what extent, online games have the potential to contribute to student learning in higher education. Experimental…

  4. Video Games, Gender, Diversity, and Learning as Cultural Practice: Implications for Equitable Learning and Computing Participation through Games

    ERIC Educational Resources Information Center

    Richard, Gabriela T.

    2017-01-01

    Games, play, and learning have a long and embedded history that outdates digital games by many years. However, video games, computing, and technology have significant and historically documented diversity issues, which privilege whites and males as content producers, computing and gaming experts, and STEM learners and employees. Many aspects of…

  5. Augmented Learning: Research and Design of Mobile Educational Games

    ERIC Educational Resources Information Center

    Klopfer, Eric

    2008-01-01

    New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with scholars, teachers, and students alike. In "Augmented Learning", Eric Klopfer describes the largely untapped potential of mobile learning games--games played on such handheld devices as cell phones, Game…

  6. Collaborative 3D Learning Games for Future Learning: Teachers' Instructional Practices to Enhance Shared Knowledge Construction among Students

    ERIC Educational Resources Information Center

    Hämäläinen, Raija; Oksanen, Kimmo

    2014-01-01

    Collaborative games will enable new kinds of possibilities for learning. In the future, the goal of game-based learning should be to introduce new ideas and deepen learners' in-depth understanding. However, studies have shown that shared high-level knowledge construction is a challenging process. Moreover, thus far, few empirical studies have…

  7. An interactive game-based shoulder wheel system for rehabilitation

    PubMed Central

    Chang, Chun-Ming; Chang, Yen-Ching; Chang, Hsiao-Yun; Chou, Li-Wei

    2012-01-01

    Background: Increases in the aging population and in the number of accidents have resulted in more people suffering from physical impairments or disabilities. Rehabilitation therapy thus attracts greater attention as a means of helping patients recover and return to a normal life. With the extremely long and tedious nature of traditional rehabilitation, patients are reluctant to continue the entire process, thus the expected effects of the therapy cannot be obtained. Games are well known to help patients improve their concentration and shift their attention away from the discomfort of their injuries during rehabilitation. Thus, incorporating game technology into a rehabilitation program may be a promising approach. Methods: In this study, a gaming system used for shoulder rehabilitation was developed. The mechanical parts and electric circuits were integrated to mimic the functionalities of a shoulder wheel. Several games were also designed to suit the rehabilitation needs of the patients based on the age and gender differences among the individual users, enabling individuals to undergo the rehabilitation process by playing games. Two surveys were conducted to evaluate the satisfaction of the participants regarding the gaming system. Results: The results of the online survey among a larger population coincide with the responses of the hands-on participants through a paper-and-pencil survey. Statistical results suggest that the participants are willing to accept this novel approach. Conclusion: This gaming system can distract a patient from the sensation of pain or anxiety, and increase their motivation to participate in the therapeutic program. Advantages in terms of low-cost and easy setup increase the attractiveness of this new equipment for various potential users. PMID:23226005

  8. Online Games for Young Learners' Foreign Language Learning

    ERIC Educational Resources Information Center

    Butler, Yuko Goto; Someya, Yuumi; Fukuhara, Eiji

    2014-01-01

    Young learners' use of instructional games in foreign language learning is not yet well understood. Using games that were part of the learning tools for an online assessment, Jido-Eiken, a standardized English proficiency test for young learners in Japan, we examined young learners' game-playing behaviours and the relationship of these behaviours…

  9. Learning Electron Transport Chain Process in Photosynthesis Using Video and Serious Game

    NASA Astrophysics Data System (ADS)

    Espinoza Morales, Cecilia

    This research investigates students' learning about the electron transport chain (ETC) process in photosynthesis by watching a video followed by playing a serious board game-Electron Chute- that models the ETC process. To accomplish this goal, several learning outcomes regarding the misconceptions students' hold about photosynthesis and the ETC process in photosynthesis were defined. Middle school students need opportunities to develop cohesive models that explain the mechanistic processes of biological systems to support their learning. A six-week curriculum on photosynthesis included a one day learning activity using an ETC video and the Electron Chute game to model the ETC process. The ETC model explained how sunlight energy was converted to chemical energy (ATP) at the molecular level involving a flow of electrons. The learning outcomes and the experiences were developed based on the Indiana Academic Standards for biology and the Next Generation Science Standards (NGSS) for the life sciences. Participants were 120 eighth grade science students from an urban public school. The participants were organized into six classes based on their level of academic readiness, regular and challenge, by the school corporation. Four classes were identified as regular classes and two of them as challenge classes. Students in challenge classes had the opportunity to be challenged with more difficult content knowledge and required higher level thinking skills. The regular classes were the mainstream at school. A quasi-experimental design known as non-equivalent group design (NEGD) was used in this study. This experimental design consisted of a pretest-posttest experiment in two similar groups to begin with-the video only and video+game treatments. Intact classes were distributed into the treatments. The video only watched the ETC video and the video+game treatment watched the ETC video and played the Electron Chute game. The instrument (knowledge test) consisted of a multiple

  10. An Analysis of Creative Process Learning in Computer Game Activities through Player Experiences

    ERIC Educational Resources Information Center

    Inchamnan, Wilawan

    2016-01-01

    This research investigates the extent to which creative processes can be fostered through computer gaming. It focuses on creative components in games that have been specifically designed for educational purposes: Digital Game Based Learning (DGBL). A behavior analysis for measuring the creative potential of computer game activities and learning…

  11. Motivation and Learning Engagement through Playing Math Video Games

    ERIC Educational Resources Information Center

    Barreto, Daisyane; Vasconcelos, Lucas; Orey, Michael

    2017-01-01

    Purpose: With video games being a source of leisure and learning, educators and researchers alike are interested in understanding children's motivation for playing video games as a way to learn. This study explores student motivation and engagement levels in playing two math video games in the game "Club Penguin." Method: This is a…

  12. Game-based learning as a vehicle to teach first aid content: a randomized experiment.

    PubMed

    Charlier, Nathalie; De Fraine, Bieke

    2013-07-01

    Knowledge of first aid (FA), which constitutes lifesaving treatments for injuries or illnesses, is important for every individual. In this study, we have set up a group-randomized controlled trial to assess the effectiveness of a board game for learning FA. Four class groups (120 students) were randomly assigned to 2 conditions, a board game or a traditional lecture method (control condition). The effect of the learning environment on students' achievement was examined through a paper-and-pencil test of FA knowledge. Two months after the intervention, the participants took a retention test and completed a questionnaire assessing enjoyment, interest, and motivation. An analysis of pre- and post-test knowledge scores showed that both conditions produced significant increases in knowledge. The lecture was significantly more effective in increasing knowledge, as compared to the board game. Participants indicated that they liked the game condition more than their fellow participants in the traditional lecture condition. These results suggest that traditional lectures are more effective in increasing student knowledge, whereas educational games are more effective for student enjoyment. From this case study we recommend alteration or a combination of these teaching methods to make learning both effective and enjoyable. © 2013, American School Health Association.

  13. Video Game Programmers Learn to "Pitch"

    ERIC Educational Resources Information Center

    Nikirk, Martin

    2007-01-01

    New video and computer game ideas reach the stage of production by a company when they are "pitched" by game developers to game publishers. Learning how to "pitch" technology products has great educational value for technology education students. In this article, the author shares his experience with helping his students master…

  14. Game Coaching System Design and Development: A Retrospective Case Study of FPS Trainer

    ERIC Educational Resources Information Center

    Tan, Wee Hoe

    2013-01-01

    This paper is a retrospective case study of a game-based learning (GBL) researcher who cooperated with a professional gamer and a team of game developers to design and develop a coaching system for First-Person Shooter (FPS) players. The GBL researcher intended to verify the ecological validity of a model of cooperation; the developers wanted to…

  15. Digital Game's Impacts on Students' Learning Effectiveness of Correct Medication

    ERIC Educational Resources Information Center

    Shiue, Ya-Ming; Hsu, Yu-Chiung

    2017-01-01

    In recent years, considerable concern has arisen over the use of digital games as instructional tools in educational research. However, game-based learning not only enhances students' learning motivation and effectiveness, but also fosters knowledge transfer. Taiwanese people living in rural areas often receive health-related information through…

  16. The Effects of Peer Competition-Based Science Learning Game on Secondary Students' Performance, Achievement Goals, and Perceived Ability

    ERIC Educational Resources Information Center

    Chen, Ching-Huei; Law, Victor; Chen, Wei-Yu

    2018-01-01

    The purpose of this study is to examine the effects of different modes of competition on science learning in a game-based learning (GBL) environment. Some key motivational constructs such as learning goals, performance goals, and perceived ability were also investigated. One hundred ninety-five students from a secondary school in Taiwan were…

  17. Learning from Number Board Games: You Learn What You Encode

    ERIC Educational Resources Information Center

    Laski, Elida V.; Siegler, Robert S.

    2014-01-01

    We tested the hypothesis that encoding the numerical-spatial relations in a number board game is a key process in promoting learning from playing such games. Experiment 1 used a microgenetic design to examine the effects on learning of the type of counting procedure that children use. As predicted, having kindergartners count-on from their current…

  18. Learning to Program with Game Maker

    ERIC Educational Resources Information Center

    Johnson, Claire

    2017-01-01

    "Game Maker" is widely used in UK secondary schools, yet under-researched in that context. This paper presents the findings of a qualitative case study that explores how authoring computer games using "Game Maker" can support the learning of basic programming concepts in a mainstream UK secondary setting. The research draws on…

  19. Development of a Personalized Educational Computer Game Based on Students' Learning Styles

    ERIC Educational Resources Information Center

    Hwang, Gwo-Jen; Sung, Han-Yu; Hung, Chun-Ming; Huang, Iwen; Tsai, Chin-Chung

    2012-01-01

    In recent years, many researchers have been engaged in the development of educational computer games; however, previous studies have indicated that, without supportive models that take individual students' learning needs or difficulties into consideration, students might only show temporary interest during the learning process, and their learning…

  20. Learning the Rules of the Game: The Nature of Game and Classroom Supports When Using a Concept-Integrated Digital Physics Game in the Middle School Science Classroom

    NASA Astrophysics Data System (ADS)

    Stewart, Phillip Michael, Jr.

    Games in science education is emerging as a popular topic of scholarly inquiry. The National Research Council recently published a report detailing a research agenda for games and science education entitled Learning Science Through Computer Games and Simulations (2011). The report recommends moving beyond typical proof-of-concept studies into more exploratory and theoretically-based work to determine how best to integrate games into K-12 classrooms for learning , as well as how scaffolds from within the game and from outside the game (from peers and teachers) support the learning of applicable science. This study uses a mixed-methods, quasi-experimental design with an 8th grade class at an independent school in southern Connecticut to answer the following questions: 1. What is the nature of the supports for science content learning provided by the game, the peer, and the teacher, when the game is used in a classroom setting? 2. How do the learning gains in the peer support condition compare to the solo play condition, both qualitatively and quantitatively? The concept-integrated physics game SURGE (Scaffolding Understanding through Redesigning Games for Education) was selected for this study, as it was developed with an ear towards specific learning theories and prior work on student understandings of impulse, force, and vectors. Stimulated recall interviews and video observations served as the primary sources and major patterns emerged through the triangulation of data sources and qualitative analysis in the software QSR NVivo 9. The first pattern which emerged indicated that scaffolding from within the game and outside the game requires a pause in game action to be effective, unless that scaffolding is directly useful to the player in the moment of action. The second major pattern indicated that both amount and type of prior gaming experience has somewhat complex effects on both the uses of supports and learning outcomes. In general, a high correlation was found

  1. The Development and Evaluation of an Online Formative Assessment upon Single-Player Game in E-Learning Environment

    ERIC Educational Resources Information Center

    Tsai, Fu-Hsing

    2013-01-01

    This study developed a game-based formative assessment, called tic-tac-toe quiz for single-player version (TRIS-Q-SP), in an energy education e-learning system. This assessment game combined tic-tac-toe with online assessment, and revised the rule of tic-tac-toe for stimulating students to use online formative assessment actively. Additionally, to…

  2. Teachers' Concerns about Adopting Constructivist Online Game-Based Learning in Formal Curriculum Teaching: The VISOLE Experience

    ERIC Educational Resources Information Center

    Jong, Morris S. Y.

    2016-01-01

    Our work is set against the backdrop of the pervasive discussion of harnessing online games to provide students with new constructivist learning opportunities. Upon the theoretical foundation, we have developed Virtual Interactive Student-Oriented Learning Environment (VISOLE), a teaching framework for implementing constructivist online game-based…

  3. Creating the Future of Games and Learning

    ERIC Educational Resources Information Center

    Squire, Kurt

    2015-01-01

    Games for learning are poised to enter mainstream education. Several factors driving this movement are the following: (1) Digital distribution through cloud computing services and ubiquitous connectivity which will make digital learning tools--such as games--affordable and easily accessible; (2) The proliferation of digital devices; (3) Digital…

  4. Embedding Game-Based Problem-Solving Phase into Problem-Posing System for Mathematics Learning

    ERIC Educational Resources Information Center

    Chang, Kuo-En; Wu, Lin-Jung; Weng, Sheng-En; Sung, Yao-Ting

    2012-01-01

    A problem-posing system is developed with four phases including posing problem, planning, solving problem, and looking back, in which the "solving problem" phase is implemented by game-scenarios. The system supports elementary students in the process of problem-posing, allowing them to fully engage in mathematical activities. In total, 92 fifth…

  5. Using Game Mechanics to Measure What Students Learn from Programming Games

    ERIC Educational Resources Information Center

    Denner, Jill; Werner, Linda; Campe, Shannon; Ortiz, Eloy

    2014-01-01

    Despite the growing popularity of teaching children to program games, little is known about the benefits for learning. In this article, the authors propose that game mechanics can be used as a window into how the children are thinking and describe a strategy for using them to analyze students' games. The study involved sixty 10-14 year old…

  6. Designing Personalized Learning Products for Middle School Mathematics: The Case for Networked Learning Games

    ERIC Educational Resources Information Center

    Evans, Michael A.; Pruett, Jordan; Chang, Mido; Nino, Miguel

    2014-01-01

    Middle school mathematics education is subject to ongoing reform based on advances in digital instructional technologies, especially learning games, leading to recent calls for investment in "personalized learning." Through an extensive literature review, this investigation identified three priority areas that should be taken into…

  7. Video Game Adapts To Brain Waves

    NASA Technical Reports Server (NTRS)

    Pope, Alan T.; Bogart, Edward H.

    1994-01-01

    Electronic training system based on video game developed to help children afflicted with attention-deficit disorder (ADD) learn to prolong their attention spans. Uses combination of electroencephalography (EEG) and adaptive control to encourage attentiveness. Monitors trainee's brain-wave activity: if EEG signal indicates attention is waning, system increases difficulty of game, forcing trainee to devote more attention to it. Game designed to make trainees want to win and, in so doing, learn to pay attention for longer times.

  8. Impact of Game-Based Training on Classroom Learning Outcomes

    DTIC Science & Technology

    2010-09-01

    Erwin, 2000). Several studies support the notion that GBT increases learners’ motivation. Massively multiple online role-playing games ( MMORPGs ) are...synthetic arenas where players interact, collaborate, and strategize with others. The nature of MMORPGs challenges players to think critically and...comfortable with the course, yet avoid strong influence of cumulative course learning. Each PE included several stages—classroom lecture, group

  9. Science Teacher Efficacy and Extrinsic Factors Toward Professional Development Using Video Games in a Design-Based Research Model: The Next Generation of STEM Learning

    NASA Astrophysics Data System (ADS)

    Annetta, Leonard A.; Frazier, Wendy M.; Folta, Elizabeth; Holmes, Shawn; Lamb, Richard; Cheng, Meng-Tzu

    2013-02-01

    Designed-based research principles guided the study of 51 secondary-science teachers in the second year of a 3-year professional development project. The project entailed the creation of student-centered, inquiry-based, science, video games. A professional development model appropriate for infusing innovative technologies into standards-based curricula was employed to determine how science teacher's attitudes and efficacy where impacted while designing science-based video games. The study's mixed-method design ascertained teacher efficacy on five factors (General computer use, Science Learning, Inquiry Teaching and Learning, Synchronous chat/text, and Playing Video Games) related to technology and gaming using a web-based survey). Qualitative data in the form of online blog posts was gathered during the project to assist in the triangulation and assessment of teacher efficacy. Data analyses consisted of an Analysis of Variance and serial coding of teacher reflective responses. Results indicated participants who used computers daily have higher efficacy while using inquiry-based teaching methods and science teaching and learning. Additional emergent findings revealed possible motivating factors for efficacy. This professional development project was focused on inquiry as a pedagogical strategy, standard-based science learning as means to develop content knowledge, and creating video games as technological knowledge. The project was consistent with the Technological Pedagogical Content Knowledge (TPCK) framework where overlapping circles of the three components indicates development of an integrated understanding of the suggested relationships. Findings provide suggestions for development of standards-based science education software, its integration into the curriculum and, strategies for implementing technology into teaching practices.

  10. The Role of Game Elements in Online Learning within Health Professions Education.

    PubMed

    Rojas, David; Kapralos, Bill; Dubrowski, Adam

    2016-01-01

    Given the highly competitive and motivating nature of today's students, gamification, when properly implemented, can be an effective learning tool. Here we studied which gamification (gaming) elements that medical students would be interested in having when using an online learning system to acquire clinical skills. Focus groups sessions were held with medical students, game developers, and game designers to develop an understanding about their perception and preferences regarding gamification. Overall it was determined that gamification will lead to increased engagement and motivation and should include both competitive and social elements.

  11. Endogenous Fantasy and Learning in Digital Games

    ERIC Educational Resources Information Center

    Habgood, M. P. J.; Ainsworth, S. E.; Benford, S.

    2005-01-01

    Many people believe that educational games are effective because they motivate children to actively engage in a learning activity as part of playing the game. However, seminal work by Malone, exploring the motivational aspects of digital games, concluded that the educational effectiveness of a digital game depends on the way in which learning…

  12. Does Online Game-Based Learning Work in Formal Education at School? A Case Study of VISOLE

    ERIC Educational Resources Information Center

    Jong, Morris S. Y.

    2015-01-01

    VISOLE (Virtual Interactive Student-Oriented Environment) is a teacher-facilitated pedagogical approach to integrating constructivist online game-based learning into formal curriculum teaching in school education. This paper reports a case study on the implementation of VISOLE in secondary Geography education. We compared the pedagogical…

  13. Accountable Game Design: Structuring the Dynamics of Student Learning Interactions

    ERIC Educational Resources Information Center

    Charoenying, Timothy

    2010-01-01

    Game-based classroom activity is intended to leverage students' interest and motivation to play, and to provide safe contexts for supporting students' academic learning. However, a basic criticism of many games currently used in classroom settings is that they can fail to meaningfully embody academic content. A more subtle concern is that…

  14. Learning game for training child bicyclists' situation awareness.

    PubMed

    Lehtonen, Esko; Sahlberg, Heidi; Rovamo, Emilia; Summala, Heikki

    2017-08-01

    Encouraging more children to bicycle would produce both environmental and health benefits, but bicycling accidents are a major source of injuries and fatalities among children. One reason for this may be children's less developed hazard perception skills. We assume that children's situation awareness could be trained with a computer based learning game, which should also improve their hazard perception skills. In this paper, we present a prototype for such a game and pilot it with 8-9year old children. The game consisted of videos filmed from a bicyclist's perspective. Using a touchscreen, the player's task was to point out targets early enough to gain points. The targets were either overt (other visible road users on a potentially conflicting course) or covert (occlusions, i.e. locations where other road users could suddenly emerge). If a target was missed or identified too late, the video was paused and feedback was given. The game was tested with 49 children from the 2nd grade of primary school (aged 8-9). 31 young adults (aged 22-34) played the game for comparison. The effect of the game on situation awareness was assessed with situation awareness tests in a crossover design. Similar videos were used in the tests as in the game, but instead of pointing out the targets while watching, the video was suddenly masked and participants were asked to locate all targets which had been present just before the masking, choosing among several possible locations. Their performance was analyzed using Signal Detection Theory and answer latencies. The game decreased answer latency and marginally changed response bias in a less conservative direction for both children and adults, but it did not significantly increase sensitivity for targets. Adults performed better in the tests and in the game, and it was possible to satisfactorily predict group membership based on the scores. Children found it especially difficult to find covert targets. Overall, the described version of the

  15. Supporting Teachers to Design and Use Mobile Collaborative Learning Games

    ERIC Educational Resources Information Center

    Marfisi-Schottman, Iza; George, Sébastien

    2014-01-01

    Mobile Collaborative Learning Games combine all the ingredients necessary to attract students' attention and engage them in learning activities. However, designing a coherent scenario that combines mobility, game mechanics and collaborative learning is quite a challenge. In this article, we take the first step by proposing several game patterns…

  16. The Role of Game Based Learning in the Health Literacy of African American Adolescent Males

    NASA Technical Reports Server (NTRS)

    Connell, Judith; Knight, Margaret

    2012-01-01

    Twenty-first century literacy is more than being able to encode for spelling ability, decode for reading comprehension, and calculate for numeric reasoning. It demands the skills to negotiate the world of technology. Health literacy is lower than general literacy, and general literacy is lower among African American males than the overall population. The authors discuss the prospects of incorporating Game Based Learning approaches into strategies for teaching health literacy. Results of a survey administered to youth to determine their level of involvement in video game playing indicate that key elements must be in place to ensure that a game will be played. These include action, strategy, and entertainment. Future investigation will examine the knowledge level of African American adolescent males of the nexus of certain concepts of climate change and health literacy. Climate change has significant implications for human health. This understanding will produce a scientifically based foundation for curricular and instructional decisions that include GBL. Results of this study will be used to design a video game concept and will contribute to the body of knowledge concerning environmental justice and empower individuals to make informed decisions about their own health and those they influence.

  17. Web-based, mobile-device friendly, self-report survey system incorporating avatars and gaming console techniques.

    PubMed

    Savel, Craig; Mierzwa, Stan; Gorbach, Pamina; Lally, Michelle; Zimet, Gregory; Meyer, Kristin; Souidi, Samir; Interventions, Aids

    2014-01-01

    We describe building an avatar-based self-report data collection tool to be used for a specific HIV prevention research project that is evaluating the feasibility and acceptability of this novel approach to collect self-reported data among youth. We discuss the gathering of requirements, the process of building a prototype of the envisioned system, and the lessons learned during the development of the solution. Specific knowledge is shared regarding technical experience with software development technologies and possible avenues for changes that could be considered if such a self-report survey system is used again. Examples of other gaming and avatar technology systems are included to provide further background.

  18. Web-based, mobile-device friendly, self-report survey system incorporating avatars and gaming console techniques

    PubMed Central

    Savel, Craig; Mierzwa, Stan; Gorbach, Pamina; Lally, Michelle; Zimet, Gregory; Meyer, Kristin; Souidi, Samir; Interventions, AIDS

    2014-01-01

    We describe building an avatar-based self-report data collection tool to be used for a specific HIV prevention research project that is evaluating the feasibility and acceptability of this novel approach to collect self-reported data among youth. We discuss the gathering of requirements, the process of building a prototype of the envisioned system, and the lessons learned during the development of the solution. Specific knowledge is shared regarding technical experience with software development technologies and possible avenues for changes that could be considered if such a self-report survey system is used again. Examples of other gaming and avatar technology systems are included to provide further background. PMID:25422726

  19. Massively Multiplayer Online Role-Playing Games as Arenas for Second Language Learning

    ERIC Educational Resources Information Center

    Peterson, Mark

    2010-01-01

    This article investigates contemporary research on the use of massively multiplayer online role-playing games (MMORPGs) in language education. The development and key features of these games are explored. This is followed by an examination of the theories proposed as a basis for game-based learning, and the claims made regarding the value of…

  20. This is Not a Game - Social Virtual Worlds, Fun, and Learning

    NASA Astrophysics Data System (ADS)

    Bell, Mark W.; Smith-Robbins, Sarah; Withnail, Greg

    This chapter asks a simple question: what is required to make learning fun in social virtual worlds? Several scholars have connected fun with learning but most of these have centered on the function of games in learning. Studies of learning in massive multiplayer online role playing games connect the game mechanics to how learning occurs. However, few have asked whether learning in a virtual world can be fun if there is no game. In a social virtual world, like Second Life (SL) there are no game mechanics (unlike game worlds like World of Warcraft [WoW]). There are no quests, challenges, rewards or other game elements in SL. So can a virtual world that has no game-content provided be a place where fun learning can take place? We define fun and explore how fun has been related to learning. We explore theories of fun from Koster, Crawford, Csíkszentmihályi and others as well as views of the ways fun is explored as related to the learning experience. With these models in mind, we explore how fun is different in a social virtual world. Drawing on definitions of fun from Castronova and others, we see game structures in virtual worlds may not be needed to have fun. These fun activities include game creation, business interactions, and most importantly, identity play and socialization in a social virtual world. Finally, we propose that if learning is to be successful and fun in a social virtual world it should pay close attention to these two activities.

  1. Play and Learn: Potentials of Game-Based Learning

    NASA Technical Reports Server (NTRS)

    Pivec, Maja

    2008-01-01

    Learners are encouraged to combine knowledge from different areas to choose a solution or to make a decision at acertain point. Learners can test how the outcome of the game changes based on their decisions and actions. Learners are encouraged to contact other team members and discuss and negotiate subsequent steps, thus improving their social skills.

  2. Strategic Game Moves Mediate Implicit Science Learning

    ERIC Educational Resources Information Center

    Rowe, Elizabeth; Baker, Ryan S.; Asbell-Clarke, Jodi

    2015-01-01

    Educational games have the potential to be innovative forms of learning assessment, by allowing us to not just study their knowledge but the process that takes students to that knowledge. This paper examines the mediating role of players' moves in digital games on changes in their pre-post classroom measures of implicit science learning. We…

  3. The Association between Learning and Learning Style in Instructional Marketing Games

    ERIC Educational Resources Information Center

    Garber, Lawrence L., Jr.; Hyatt, Eva M.; Boya, Unal O.; Ausherman, Babs

    2012-01-01

    To understand how learners of respective types respond to marketing games, a joint space generated by canonical correlation analysis is used to recreate Kolb's learning style-type plot and locate business students as points within it according to their learning style types. Two hundred twenty-three undergraduate students played The Marketing Game!…

  4. Learning when Serious: Psychophysiological Evaluation of a Technology-Enhanced Learning Game

    ERIC Educational Resources Information Center

    Cowley, Ben; Fantato, Martino; Jennett, Charlene; Ruskov, Martin; Ravaja, Niklas

    2014-01-01

    We report an evaluation study for a novel learning platform, motivated by the growing need for methods to do assessment of serious game efficacy. The study was a laboratory experiment combining evaluation methods from the fields of learning assessment and psychophysiology. 15 participants used the TARGET game platform for 25 minutes, while the…

  5. Digital Game-Based Learning to Encourage Secondary Students to Purse STEM Related Careers Using Arecibo Observatory

    NASA Astrophysics Data System (ADS)

    Ortiz-Correa, Z. M.; Lautenbach, J.; Franco-Diaz, E.; Raizada, S.; Ghosh, T.; Rivera-Valentín, E.; Ortiz, A.

    2017-12-01

    This project was developed to encourage secondary students to pursue STEM related careers through exposure to the interdisciplinary nature of the Arecibo Observatory (AO) in Puerto Rico. The idea for this project was initiated due to the NSF-funded Research Experience for Teachers (RET) Summer Program. The AO RET summer program allows teaching faculty from public schools to collaborate with scientist on their ongoing research or instrument development projects at the AO for five weeks. Subsequently, the research is disseminated among secondary students through several workshops and hands-on activities. Through the workshops and hands-on activities underrepresented secondary students will learn about the research conducted at the AO to study Earth's upper atmosphere, asteroids and other Solar System bodies, as well as stars and galaxies beyond. Afterwards, students will develop virtual worlds simulating the different AO facilities (Lidar Laboratory, Radio Telescope, Planetary Radar System, HF Facility, Visitor Center, among others) and showing their functions using digital game-based learning.

  6. Application of Commercial Games for Home-Based Rehabilitation for People with Hemiparesis: Challenges and Lessons Learned.

    PubMed

    Valdés, Bulmaro A; Glegg, Stephanie M N; Lambert-Shirzad, Navid; Schneider, Andrea N; Marr, Jonathan; Bernard, Renee; Lohse, Keith; Hoens, Alison M; Van der Loos, H F Machiel

    2018-06-01

    To identify the factors that influence the use of an at-home virtual rehabilitation gaming system from the perspective of therapists, engineers, and adults and adolescents with hemiparesis secondary to stroke, brain injury, and cerebral palsy. This study reports on qualitative findings from a study, involving seven adults (two female; mean age: 65 ± 8 years) and three adolescents (one female; mean age: 15 ± 2 years) with hemiparesis, evaluating the feasibility and clinical effectiveness of a home-based custom-designed virtual rehabilitation system over 2 months. Thematic analysis was used to analyze qualitative data from therapists' weekly telephone interview notes, research team documentation regarding issues raised during technical support interactions, and the transcript of a poststudy debriefing session involving research team members and collaborators. Qualitative themes that emerged suggested that system use was associated with three key factors as follows: (1) the technology itself (e.g., characteristics of the games and their clinical implications, system accessibility, and hardware and software design); (2) communication processes (e.g., preferences and effectiveness of methods used during the study); and (3) knowledge and training of participants and therapists on the technology's use (e.g., familiarity with Facebook, time required to gain competence with the system, and need for clinical observations during remote therapy). Strategies to address these factors are proposed. Lessons learned from this study can inform future clinical and implementation research using commercial videogames and social media platforms. The capacity to track compensatory movements, clinical considerations in game selection, the provision of kinematic and treatment progress reports to participants, and effective communication and training for therapists and participants may enhance research success, system usability, and adoption.

  7. The Inquiry, Communication, Construction and Expression (ICCE) Framework for Understanding Learning Experiences in Games

    ERIC Educational Resources Information Center

    Shah, Mamta; Foster, Aroutis

    2014-01-01

    There is a paucity of research frameworks that focus on aiding game selection and use, analyzing the game as a holistic system, and studying learner experiences in games. There is a need for frameworks that provide a lens for understanding learning experiences afforded in digital games and facilitating knowledge construction and motivation to…

  8. Differential Effects of Music and Video Gaming During Breaks on Auditory and Visual Learning.

    PubMed

    Liu, Shuyan; Kuschpel, Maxim S; Schad, Daniel J; Heinz, Andreas; Rapp, Michael A

    2015-11-01

    The interruption of learning processes by breaks filled with diverse activities is common in everyday life. This study investigated the effects of active computer gaming and passive relaxation (rest and music) breaks on auditory versus visual memory performance. Young adults were exposed to breaks involving (a) open eyes resting, (b) listening to music, and (c) playing a video game, immediately after memorizing auditory versus visual stimuli. To assess learning performance, words were recalled directly after the break (an 8:30 minute delay) and were recalled and recognized again after 7 days. Based on linear mixed-effects modeling, it was found that playing the Angry Birds video game during a short learning break impaired long-term retrieval in auditory learning but enhanced long-term retrieval in visual learning compared with the music and rest conditions. These differential effects of video games on visual versus auditory learning suggest specific interference of common break activities on learning.

  9. Games and machine learning: a powerful combination in an artificial intelligence course

    NASA Astrophysics Data System (ADS)

    Wallace, Scott A.; McCartney, Robert; Russell, Ingrid

    2010-03-01

    Project MLeXAI (Machine Learning eXperiences in Artificial Intelligence (AI)) seeks to build a set of reusable course curriculum and hands on laboratory projects for the artificial intelligence classroom. In this article, we describe two game-based projects from the second phase of project MLeXAI: Robot Defense - a simple real-time strategy game and Checkers - a classic turn-based board game. From the instructors' prospective, we examine aspects of design and implementation as well as the challenges and rewards of using the curricula. We explore students' responses to the projects via the results of a common survey. Finally, we compare the student perceptions from the game-based projects to non-game based projects from the first phase of Project MLeXAI.

  10. Towards the Gamification of Learning: Investigating Student Perceptions of Game Elements

    ERIC Educational Resources Information Center

    Cheong, Christopher; Filippou, Justin; Cheong, France

    2014-01-01

    Games offer people engaging and motivating experiences. The process of recreating this type of experience in systems that are not typically considered games is called "gamification." Improving engagement and motivation in a learning environment is desired by many educators as traditional approaches do not seem to be as engaging as they…

  11. Effectiveness of interactive, online games in learning neuroscience and students' perception of the games as learning tools. A pre-experimental study.

    PubMed

    Thompson, Marilyn E; Ford, Ruth; Webster, Andrew

    2011-01-01

    Neurological concepts applicable to a doctorate in occupational therapy are often challenging to comprehend, and students are required to demonstrate critical reasoning skills beyond simply recalling the information. To achieve this, various learning and teaching strategies are used, including the use of technology in the classroom. The availability of technology in academic settings has allowed for diverse and active teaching approaches. This includes videos, web-based instruction, and interactive online games. In this quantitative pre-experimental analysis, the learning and retention of neuroscience concepts by 30 occupational therapy doctoral students, who participated in an interactive online learning experience, were assessed. The results suggest that student use of these tools may enhance their learning of neuroscience. Furthermore, the students felt that the sites were appropriate, beneficial to them, and easy to use. Thus, the use of online, interactive neuroscience games may be effective in reinforcing lecture materials. This needs to be further assessed in a larger sample size.

  12. Sport Education as a Curriculum Approach to Student Learning of Invasion Games: Effects on Game Performance and Game Involvement

    PubMed Central

    Farias, Cláudio; Valério, Carla; Mesquita, Isabel

    2018-01-01

    The teaching and learning of games and sport-based activities has historically been the dominant form of the physical education curricula. With an interest in providing to students meaningful and culturally situated sporting experiences, Sport Education is probably the most implemented and researched pedagogical model worldwide. However, although there is considerable evidence that the model as a curriculum approach can benefit the development of social goals and healthy sport behaviors, not a single study as to date examined students’ game-play development beyond participation in single and isolated teaching units. Therefore, the purpose of this study was to examine students’ development of Game Performance and Game Involvement during participation in three consecutive Sport Education seasons of invasion games. The participants were an experienced physical education teacher and one seventh-grade class totaling 26 students (10 girls and 16 boys). Using the Game Performance Assessment Instrument (Oslin et al., 1998), pre-test to post-tests measures of students’ Game Performance and Game Involvement were collected during their participation in basketball (20 lessons), handball (16 lessons), and football (18 lessons) units. Inter-group differences and pre-test to post-test improvements within each season were analyzed through 2 (time) x group (sport) repeated measures ANOVA tests. There were found significant pre-test to post-test improvements in Game Performance and Game Involvement in the second (handball) and third (football) seasons, but not in the first season (basketball). Students’ Game Performance and Involvement scores of handball and football were significantly higher than their scores while playing basketball. The opportunity for an extended engagement in game-play activities and prolonged membership of students in the same teams throughout three consecutive seasons of Sport Education were key to the outcomes found. The specific configurations of

  13. What Leads to Player's Enjoyment and Achievement in a Mobile Learning Game?

    ERIC Educational Resources Information Center

    Touati, Achraf; Baek, Youngkyun

    2018-01-01

    This study investigated students' perceptions of competence and enjoyment of a mobile game within the context of mobile game-based learning. The proposed model showed that perceived competence and game attitude were the main predictors of enjoyment, while no direct relationship was found between perceived competence and gaming achievement. The…

  14. The Effects of a Simulation Game on Mental Models about Organizational Systems

    ERIC Educational Resources Information Center

    Reese, Rebecca M.

    2017-01-01

    This mixed methods study was designed to uncover evidence of change to mental models about organizational systems resulting from participation in a simulation game that is based on a system dynamics model. Thirty participants in a 2 day experiential workshop completed a pretest and posttest to assess learning about particular systems concepts.…

  15. A Game-Based Approach to Learning the Idea of Chemical Elements and Their Periodic Classification

    ERIC Educational Resources Information Center

    Franco-Mariscal, Antonio Joaquín; Oliva-Martínez, José María; Blanco-López, Ángel; España-Ramos, Enrique

    2016-01-01

    In this paper, the characteristics and results of a teaching unit based on the use of educational games to learn the idea of chemical elements and their periodic classification in secondary education are analyzed. The method is aimed at Spanish students aged 15-16 and consists of 24 1-h sessions. The results obtained on implementing the teaching…

  16. Analytical Derivation: An Epistemic Game for Solving Mathematically Based Physics Problems

    ERIC Educational Resources Information Center

    Bajracharya, Rabindra R.; Thompson, John R.

    2016-01-01

    Problem solving, which often involves multiple steps, is an integral part of physics learning and teaching. Using the perspective of the epistemic game, we documented a specific game that is commonly pursued by students while solving mathematically based physics problems: the "analytical derivation" game. This game involves deriving an…

  17. Nursing Students' Experiential Learning Processes Using an Online 3D Simulation Game

    ERIC Educational Resources Information Center

    Koivisto, Jaana-Maija; Niemi, Hannele; Multisilta, Jari; Eriksson, Elina

    2017-01-01

    The growing use of game-based simulation in healthcare education reflects the opportunities afforded to learners by serious games, which simulate real-world situations and enable students to emulate the roles of healthcare professionals in a safe and engaging learning environment. As part of a design-based research project to design, test, and…

  18. Games and Simulations in Online Learning: Research and Development Frameworks

    ERIC Educational Resources Information Center

    Gibson, David; Aldrich, Clark; Prensky, Marc

    2007-01-01

    Games and Simulations in Online Learning: Research and Development Frameworks examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It presents a general understanding of how the Semantic Web will impact education and how games and…

  19. The Nervous System Game

    ERIC Educational Resources Information Center

    Corbitt, Cynthia; Carpenter, Molly

    2006-01-01

    For many children, especially those with reading difficulties, a motor-kinesthetic learning activity may be an effective tool to teach complex concepts. With this in mind, the authors developed and tested a game designed to teach fourth- to sixth-grade children some basic principles of nervous system function by allowing the children themselves to…

  20. The Immune System Game

    ERIC Educational Resources Information Center

    Work, Kirsten A.; Gibbs, Melissa A.; Friedman, Erich J.

    2015-01-01

    We describe a card game that helps introductory biology students understand the basics of the immune response to pathogens. Students simulate the steps of the immune response with cards that represent the pathogens and the cells and molecules mobilized by the immune system. In the process, they learn the similarities and differences between the…

  1. Multi Agent Systems with Symbiotic Learning and Evolution using GNP

    NASA Astrophysics Data System (ADS)

    Eguchi, Toru; Hirasawa, Kotaro; Hu, Jinglu; Murata, Junichi

    Recently, various attempts relevant to Multi Agent Systems (MAS) which is one of the most promising systems based on Distributed Artificial Intelligence have been studied to control large and complicated systems efficiently. In these trends of MAS, Multi Agent Systems with Symbiotic Learning and Evolution named Masbiole has been proposed. In Masbiole, symbiotic phenomena among creatures are considered in the process of learning and evolution of MAS. So we can expect more flexible and sophisticated solutions than conventional MAS. In this paper, we apply Masbiole to Iterative Prisoner’s Dilemma Games (IPD Games) using Genetic Network Programming (GNP) which is a newly developed evolutionary computation method for constituting agents. Some characteristics of Masbiole using GNP in IPD Games are clarified.

  2. A Teachable Agent Game Engaging Primary School Children to Learn Arithmetic Concepts and Reasoning

    ERIC Educational Resources Information Center

    Pareto, Lena

    2014-01-01

    In this paper we will describe a learning environment designed to foster conceptual understanding and reasoning in mathematics among younger school children. The learning environment consists of 48 2-player game variants based on a graphical model of arithmetic where the mathematical content is intrinsically interwoven with the game idea. The…

  3. Video Gaming as Digital Media, Play, and Family Routine: Implications for Understanding Video Gaming and Learning in Family Contexts

    ERIC Educational Resources Information Center

    Gee, Elisabeth; Siyahhan, Sinem; Cirell, Anna Montana

    2017-01-01

    While a number of studies have investigated learning associated with video gaming in out-of-school settings, only recently have researchers begun to explore gaming and learning in the contexts of home and family life. This paper discusses three different frameworks within which we can situate video games and learning at home: (a) video gaming as…

  4. Critical Literacy Learning through Video Games: Adolescent Boys' Perspectives

    ERIC Educational Resources Information Center

    Sanford, Kathy; Madill, Leanna

    2007-01-01

    The rapidly growing phenomenon of video games, along with learning that takes place through video game play, have raised concerns about the negative impact such games are reputed to have on youth, particularly boys. However, there is a disconnect between the discourse that suggests that boys are failing in learning literacy skills, and the…

  5. The Emergence of Agent-Based Technology as an Architectural Component of Serious Games

    NASA Technical Reports Server (NTRS)

    Phillips, Mark; Scolaro, Jackie; Scolaro, Daniel

    2010-01-01

    The evolution of games as an alternative to traditional simulations in the military context has been gathering momentum over the past five years, even though the exploration of their use in the serious sense has been ongoing since the mid-nineties. Much of the focus has been on the aesthetics of the visuals provided by the core game engine as well as the artistry provided by talented development teams to produce not only breathtaking artwork, but highly immersive game play. Consideration of game technology is now so much a part of the modeling and simulation landscape that it is becoming difficult to distinguish traditional simulation solutions from game-based approaches. But games have yet to provide the much needed interactive free play that has been the domain of semi-autonomous forces (SAF). The component-based middleware architecture that game engines provide promises a great deal in terms of options for the integration of agent solutions to support the development of non-player characters that engage the human player without the deterministic nature of scripted behaviors. However, there are a number of hard-learned lessons on the modeling and simulation side of the equation that game developers have yet to learn, such as: correlation of heterogeneous systems, scalability of both terrain and numbers of non-player entities, and the bi-directional nature of simulation to game interaction provided by Distributed Interactive Simulation (DIS) and High Level Architecture (HLA).

  6. Using What's Learned in the Game for Use in Real Life.

    PubMed

    Baranowski, Moderator Tom; Fiellin, Participants Lynn E; Gay, Geri; Thompson, Deborah I

    2014-02-01

    A player can learn many things from playing a game for health. Some of these learnings were deliberately designed for the player to use in his or her real life, outside of any game. The effective ways to enable players to generalize what they learn in the game to their real lives (and thereby benefit from playing the game) are not clear. We have convened a group of expert health game designers and researchers to discuss this important issue.

  7. Sustainability Learning through Gaming: An Exploratory Study

    ERIC Educational Resources Information Center

    Fabricatore, Carlo; Lopez, Ximena

    2012-01-01

    This study explored the potential of digital games as learning environments to develop mindsets capable of dealing with complexity in the domain of sustainability. Building sustainable futures requires the ability to deal with the complex dynamics that characterize the world in which we live. As central elements in this system, we must develop the…

  8. Pleasure, Learning, Video Games, and Life: The Projective Stance

    ERIC Educational Resources Information Center

    Gee, James Paul

    2005-01-01

    This article addresses three questions. First, what is the deep pleasure that humans take from video games? Second, what is the relationship between video games and real life? Third, what do the answers to these questions have to do with learning? Good commercial video games are deep technologies for recruiting learning as a form of profound…

  9. The Remedial Effect of a Biological Learning Game.

    ERIC Educational Resources Information Center

    Blum, Abraham

    1979-01-01

    Investigates the effectiveness of a structured learning game in overcoming learning difficulties encountered by Israeli students when studying the life cycles of fungi because of lack of structural conceptualization. The Fungi Life Cycle Game (FLCG) was used by undergraduate students enrolled in a phytopathology course. (HM)

  10. Behavior learning in differential games and reorientation maneuvers

    NASA Astrophysics Data System (ADS)

    Satak, Neha

    method is the Direct Approximation of Value Function (DAVF) method. In this method, unlike the CSR method, the player formulates an objective function for the opponent but does not formulates a strategy directly; rather, indirectly the player assumes that the opponent is playing optimally. Thus, a value function satisfying the HJB equation corresponding to the opponent's cost function exists. The DAVF method finds an approximate solution for the value function based on previous observations of the opponent's control. The approximate solution to the value function is then used to predict the opponent's future behavior. Game examples in which only a single player is learning its opponent's behavior are simulated. Subsequently, examples in which both players in a two-player game are learning each other's behavior are simulated. In the second part of this research, a reorientation control maneuver for a spinning spacecraft will be developed. This will aid the application of behavior learning and differential games concepts to the specific scenario involving multiple spinning spacecraft. An impulsive reorientation maneuver with coasting will be analytically designed to reorient the spin axis of the spacecraft using a single body fixed thruster. Cooperative maneuvers of multiple spacecraft optimizing fuel and relative orientation will be designed. Pareto optimality concepts will be used to arrive at mutually agreeable reorientation maneuvers for the cooperating spinning spacecraft.

  11. Using Game-Based Learning to Support Struggling Readers at Home

    ERIC Educational Resources Information Center

    Holmes, Wayne

    2011-01-01

    Significant numbers of children (6% of 11-year-olds) have difficulties learning to read. Meanwhile, children who receive appropriate support from their parents do better in literacy than those who do not. This study uses a case study approach to investigate how digital games designed to support struggling readers in school were used at home, by…

  12. Learning outcomes in a simulation game for associate degree nursing students.

    PubMed

    Clark-C

    1977-01-01

    Learning outcomes of a simulation game designed to have one-to-one correspondence between behavioral objectives and game plays is reported. The behavioral objectives were core concepts in psychiatric mental health nursing taught to associate degree nursing students. Decisions to use the simulation game method method grew out of difficulties inherent in the community college nursing program, as well as the need for self-paced, efficient, learner-centered learning and evaluative tools. After the trial and revision of the game, a number of research hypotheses were tested. Simulation gaming was found to be an effective mode of learning, and students who acted as teachers for other students learned significantly more than those who were taught. Some of the recommendations for further research were to study varied nursing populations, to add a control group, to test the long-range learning effects of playing the game, to decrease experimenter bias, to study transfer of learning to actual nurse-patient situations and changes in attitudes toward psychiatric patients, and to develop more simulation games for nursing education.

  13. Improving Learning Achievements, Motivations and Problem-Solving Skills through a Peer Assessment-Based Game Development Approach

    ERIC Educational Resources Information Center

    Hwang, Gwo-Jen; Hung, Chun-Ming; Chen, Nian-Shing

    2014-01-01

    In this study, a peer assessment-based game development approach is proposed for improving students' learning achievements, motivations and problem-solving skills. An experiment has been conducted to evaluate the effectiveness of the proposed approach in a science course at an elementary school. A total of 167 sixth graders participated in…

  14. Games in Language Learning: Opportunities and Challenges

    ERIC Educational Resources Information Center

    Godwin-Jones, Robert

    2014-01-01

    There has been a substantial increase in recent years in the interest in using digital games for language learning. This coincides with the explosive growth in multiplayer online gaming and with the proliferation of mobile games for smart phones. It also reflects the growing recognition among educators of the importance of extramural, informal…

  15. Earth Girl 2: Learning and Perfecting Tsunami Preparedness with a Casual Strategy Game

    NASA Astrophysics Data System (ADS)

    Kerlow, I.; Taisne, B.; Switzer, A.; Meltzner, A. J.; Hubbard, J.; Sieh, K.

    2014-12-01

    "Earth Girl 2: Preparing for the Tsunami" is an interactive game about making strategic decisions that can directly increase the survival rate in coastal communities during earthquake and tsunami scenarios. Earth Girl is the host and guide in this casual strategy game with social impact, and the player is the protagonist. The game was developed by an interdisciplinary team of scientists and game artists at the Earth Observatory of Singapore. Earth Girl 2 is based on real-life situations, with an emphasis on learning preparedness and survival skills. It was inspired by the kids who live in coastal communities throughout Asia, and by the stories told by survivors of recent tsunamis. The action takes place in four main areas: the Market, the Map, the Toolbox, and two dozen game levels with a variety of evacuation scenarios. The gameplay encourages proactive exploration and discovery of these scenarios, with Earth Girl providing knowledge, tips and feedback throughout the game. The basic game play includes: learning about tsunami hazards by talking to people at the market, choosing tools based on a budget, exploring the site and making strategic decisions, and learning from watching the simulation. The level of success of players in this game depends on their strategic decisions which is somewhat tied to their level of interaction with the virtual community. The game is currently being tested with children in Southeast Asian communities and is scheduled for release in late 2014. The presentation will demonstrate aspects of the game (played on an iPad connected to the projector), and will describe some of the challenges and solutions encountered by the interdisciplinary team.

  16. First Steps and beyond: Serious Games as Preparation for Future Learning

    ERIC Educational Resources Information Center

    Reese, Debbie Denise

    2007-01-01

    Electronic game technologies can prepare novice learners for future learning of complex concepts. This paper describes the underlying instructional design, learning science, cognitive science, and game theory. A structural, or syntactic mapping (structure mapping), approach to game design can produce a game world relationally isomorphic to a…

  17. Boys' and girls' use of cognitive strategy when learning to play video games.

    PubMed

    Blumberg, Fran C; Sokol, Lori M

    2004-04-01

    The authors examined gender differences in the cognitive strategies that children use when they learn how to play a video game. They interviewed 2nd- and 5th-grade boys and girls about how often they played video games and what they did "when learning how to play a video game." The children's responses to the latter question were categorized as either internally or externally oriented (i.e., reading a manual vs. asking for help, respectively). The results indicated that more frequent players and older children were more likely to cite internally based strategies. No main effects of gender were found for the proportions of the internally vs. externally based strategies that were cited.

  18. Sustaining Motivation for Japanese "Kanji" Learning: Can Digital Games Help?

    ERIC Educational Resources Information Center

    Nesbitt, Dallas; Müller, Amanda

    2016-01-01

    Educational digital games are often presented at Technology in Language Education conferences. The games are entertaining and are backed by research detailing how games can improve the learning experience through active critical learning, learner interaction, competition, challenge, and high learner motivation. The authors, inspired by such…

  19. Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis.

    PubMed

    Clark, Douglas B; Tanner-Smith, Emily E; Killingsworth, Stephen S

    2016-03-01

    In this meta-analysis, we systematically reviewed research on digital games and learning for K-16 students. We synthesized comparisons of game versus nongame conditions (i.e., media comparisons) and comparisons of augmented games versus standard game designs (i.e., value-added comparisons). We used random-effects meta-regression models with robust variance estimates to summarize overall effects and explore potential moderator effects. Results from media comparisons indicated that digital games significantly enhanced student learning relative to nongame conditions ([Formula: see text] = 0.33, 95% confidence interval [0.19, 0.48], k = 57, n = 209). Results from value-added comparisons indicated significant learning benefits associated with augmented game designs ([Formula: see text] = 0.34, 95% confidence interval [0.17, 0.51], k = 20, n = 40). Moderator analyses demonstrated that effects varied across various game mechanics characteristics, visual and narrative characteristics, and research quality characteristics. Taken together, the results highlight the affordances of games for learning as well as the key role of design beyond medium.

  20. Integrative Gaming: A Framework for Sustainable Game-Based Diabetes Management

    PubMed Central

    Kahol, Kanav

    2011-01-01

    Obesity and diabetes have reached epidemic proportions in both developing and developed nations. While doctors and caregivers stress the importance of physical exercise in maintaining a healthy lifestyle, many people have difficulty subscribing to a healthy lifestyle. Virtual reality games offer a potentially exciting aid in accelerating and sustaining behavior change. However, care needs to be taken to develop sustainable models of employing games for the management of diabetes and obesity. In this article, we propose an integrative gaming paradigm designed to combine multiple activities involving physical exercises and cognitive skills through a game-based storyline. The persuasive story acts as a motivational binder that enables a user to perform multiple activities such as running, cycling, and problem solving. These activities guide a virtual character through different stages of the game. While performing the activities in the games, users wear sensors that can measure movement (accelerometers, gyrometers, magnetometers) and sense physiological measures (heart rate, pulse oximeter oxygen saturation). These measures drive the game and are stored and analyzed on a cloud computing platform. A prototype integrative gaming system is described and design considerations are discussed. The system is highly configurable and allows researchers to build games for the system with ease and drive the games with different types of activities. The capabilities of the system allow for engaging and motivating the user in the long term. Clinicians can employ the system to collect clinically relevant data in a seamless manner. PMID:21527096

  1. Development of Active Learning with Simulations and Games

    ERIC Educational Resources Information Center

    Zapalska, Alina; Brozik, Dallas; Rudd, Denis

    2012-01-01

    Educational games and simulations are excellent active learning tools that offer students hands-on experience. Little research is available on developing games and simulations and how teachers can be assisted in making their own games and simulations. In this context, the paper presents a multi-step process of how to develop games and simulations…

  2. Kahoot It or Not? Can Games Be Motivating in Learning Grammar?

    ERIC Educational Resources Information Center

    Zarzycka-Piskorz, Ewa

    2016-01-01

    Gamification is not a very new concept. It is the use of game elements and game design techniques in a non-game context. It is used in various contexts for various purposes. There is strong evidence that shows the relationship between game playing and increased motivation. More and more learning games emerge and bring a promise to help to learn a…

  3. Learning Genetics through a Scientific Inquiry Game

    ERIC Educational Resources Information Center

    Casanoves, Marina; Salvadó, Zoel; González, Ángel; Valls, Cristina; Novo, Maria Teresa

    2017-01-01

    In this paper we discuss an activity through which students learn basic concepts in genetics by taking part in a police investigation game. The activity, which we have called Recal, immerses students in a scientific-based scenario in which they play a role of a scientific assessor. Players have to develop and use scientific reasoning and…

  4. Educator Perceptions of Digital Game-Based Learning in the Instruction of Foreign Languages in Japanese Higher Education

    ERIC Educational Resources Information Center

    Franciosi, Stephan J.

    2014-01-01

    Digital Game-Based Learning (DGBL) is an innovative educational approach that is becoming increasingly popular among researchers and practitioners in technologically advanced countries in the West, but is largely unknown or ignored in the instruction of Foreign Languages (FL) in Japanese higher education. This is problematic because more interest…

  5. Designing and Integrating Purposeful Learning in Game Play: A Systematic Review

    ERIC Educational Resources Information Center

    Ke, Fengfeng

    2016-01-01

    Via a systematic review of the literature on learning games, this article presents a systematic discussion on the design of intrinsic integration of domain-specific learning in game mechanics and game world design. A total of 69 articles ultimately met the inclusion criteria and were coded for the literature synthesis. Exemplary learning games…

  6. Knowledge-Based Instructional Gaming: GEO.

    ERIC Educational Resources Information Center

    Duchastel, Philip

    1989-01-01

    Describes the design and development of an instructional game, GEO, in which the user learns elements of Canadian geography. The use of knowledge-based artificial intelligence techniques is discussed, the use of HyperCard in the design of GEO is explained, and future directions are suggested. (15 references) (Author/LRW)

  7. It's Not Whether You Win or Lose: Integrating Games into the Classroom for Science Learning

    ERIC Educational Resources Information Center

    Schwartz, Ruth N.

    2012-01-01

    This Forum paper explores how Matthew Gaydos and Kurt Squire in their manuscript, "CITIZEN SCIENCE: Role Playing Games for Scientific Citizenship," represent issues of games literacy and science literacy. What is the meaning of expertise in the context of games-based learning? An examination of the studies presented suggests that games, like other…

  8. Pre-Service Teachers' Perceptions on Game Based Learning Scenarios in Primary Reading and Writing Instruction Courses

    ERIC Educational Resources Information Center

    Karadag, Ruhan

    2015-01-01

    The aim of this study was to explore pre-service teachers' perceptions on the use of game-based learning in a Primary Reading and Writing Instruction Course. A mixed method research was used in the study. Participants were composed of a total of 189 pre-service teachers taking the Primary Reading and Writing Instruction course during the fall term…

  9. A Comparative Analysis of a Game-Based Mobile Learning Model in Low-Socioeconomic Communities of India

    ERIC Educational Resources Information Center

    Kim, Paul; Buckner, Elizabeth; Kim, Hyunkyung; Makany, Tamas; Taleja, Neha; Parikh, Vallabhi

    2012-01-01

    This study explores the effectiveness of a game-based mobile learning model for children living in underdeveloped regions with significant contextual variations. Data for this study came from a total of 210 children between the ages of 6-14 years old from six marginalized communities in India. The findings reveal that children with little or no…

  10. Is Immersion of Any Value? Whether, and to What Extent, Game Immersion Experience during Serious Gaming Affects Science Learning

    ERIC Educational Resources Information Center

    Cheng, Meng-Tzu; Lin, Yu-Wen; She, Hsiao-Ching; Kuo, Po-Chih

    2017-01-01

    Many studies have shown the positive impact of serious gaming on learning outcomes, but few have explored the relationships between game immersion and science learning. Accordingly, this study was conducted to investigate the effectiveness of learning by playing, as well as the dynamic process of game immersion experiences, and to further identify…

  11. EGameFlow: A Scale to Measure Learners' Enjoyment of E-Learning Games

    ERIC Educational Resources Information Center

    Fu, Fong-Ling; Su, Rong-Chang; Yu, Sheng-Chin

    2009-01-01

    In an effective e-learning game, the learner's enjoyment acts as a catalyst to encourage his/her learning initiative. Therefore, the availability of a scale that effectively measures the enjoyment offered by e-learning games assist the game designer to understanding the strength and flaw of the game efficiently from the learner's points of view.…

  12. The Walkabout Framework for Contextual Learning through Mobile Serious Games

    ERIC Educational Resources Information Center

    Almeida, Fernando; Bolaert, Hiram; Dowdall, Shane; Lourenço, Justino; Milczarski, Piotr

    2015-01-01

    Learning through games is increasingly gaining acceptance as a valuable training tool within the education and training community due to its simplicity, cost-effectiveness and essentially because most people prefer playing over learning. However, the use of games by students brings additional challenges regarding the design of games and their…

  13. The Anatomy of Action Systems: Task Differentiation When Learning an EMG Controlled Game

    PubMed Central

    van Dijk, Ludger; Heerschop, Anniek; van der Sluis, Corry K.; Bongers, Raoul M.

    2016-01-01

    This study aims to determine to what extent the task for an action system in its initial development relies on functional and anatomical components. Fifty-two able-bodied participants were randomly assigned to one of three experimental groups or to a control group. As a pre- and post-test all groups performed a computer game with the same goal and using the same musculature. One experimental group also trained to perform this test, while the other two experimental groups learned to perform a game that differed either in its goal or in the musculature used. The observed change in accuracy indicated that retaining the goal of the task or the musculature used equally increased transfer performance relative to controls. Conversely, changing either the goal or the musculature equally decreased transfer relative to training the test. These results suggest that in the initial development of an action system, the task to which the system pertains is not specified solely by either the goal of the task or the anatomical structures involved. It is suggested that functional specificity and anatomical dependence might equally be outcomes of continuously differentiating activity. PMID:28018278

  14. Social Learning in the Ultimatum Game

    PubMed Central

    Zhang, Boyu

    2013-01-01

    In the ultimatum game, two players divide a sum of money. The proposer suggests how to split and the responder can accept or reject. If the suggestion is rejected, both players get nothing. The rational solution is that the responder accepts even the smallest offer but humans prefer fair share. In this paper, we study the ultimatum game by a learning-mutation process based on quantal response equilibrium, where players are assumed boundedly rational and make mistakes when estimating the payoffs of strategies. Social learning is never stabilized at the fair outcome or the rational outcome, but leads to oscillations from offering 40 percent to 50 percent. To be precise, there is a clear tendency to increase the mean offer if it is lower than 40 percent, but will decrease when it reaches the fair offer. If mutations occur rarely, fair behavior is favored in the limit of local mutation. If mutation rate is sufficiently high, fairness can evolve for both local mutation and global mutation. PMID:24023950

  15. Serious Games and Learning Effectiveness: The Case of "It's a Deal!"

    ERIC Educational Resources Information Center

    Guillen-Nieto, Victoria; Aleson-Carbonell, Marian

    2012-01-01

    Although the value of serious games in education is undeniable and the potential benefits of using video games as ideal companions to classroom instruction is unquestionable, there is still little consensus on the game features supporting learning effectiveness, the process by which games engage learners, and the types of learning outcomes that…

  16. Using Student-Made Games to Learn Mathematics

    ERIC Educational Resources Information Center

    Gallegos, Irene; Flores, Alfinio

    2010-01-01

    First-year university students design and play their own games, including board, computer, and other kinds of games, to learn mathematical concepts and practice procedures for their pre-calculus and calculus courses. (Contains 2 tables and 8 figures.)

  17. Content and Language Integrated Learning through an Online Game in Primary School: A Case Study

    ERIC Educational Resources Information Center

    Dourda, Kyriaki; Bratitsis, Tharrenos; Griva, Eleni; Papadopoulou, Penelope

    2014-01-01

    In this paper an educational design proposal is presented which combines two well established teaching approaches, that of Game-based Learning (GBL) and Content and Language Integrated Learning (CLIL). The context of the proposal was the design of an educational geography computer game, utilizing QR Codes and Google Earth for teaching English…

  18. Chairs!: A Mobile Game for Organic Chemistry Students to Learn the Ring Flip of Cyclohexane

    ERIC Educational Resources Information Center

    Winter, Julia; Wentzel, Michael; Ahluwalia, Sonia

    2016-01-01

    The hallmark of game-based learning is that students discover concepts through trial and error as they play. With the digital landscape in higher education shifting to mobile-first, new tools for learning chemistry are both possible and needed. Interactive games for chemistry bring intuitive content directly to students through their devices. The…

  19. The effects of types of reflective scaffolding and language proficiency on the acquisition of physics knowledge in a game-based learning environment

    NASA Astrophysics Data System (ADS)

    Huang, Tsu-Ting

    With the capability of creating a situated and engaging learning environment, video games have been considered as a powerful tool to enhance students' learning outcomes and interest in learning. Yet, little empirical evidence exists to support the effectiveness of video games in learning. Particularly, little attention has been given to the design of specific game elements. Focusing on middle school students, the goal of this study was to investigate the effects of two types of representations of reflective scaffolds (verbal and visual) on students' learning outcomes, game performance, and level of engagement in a video game for physics learning. In addition, the role of students' level of English proficiency was examined to understand whether the effects of reflective scaffolds were influenced by students' language proficiency. Two studies were conducted. Study 1 playtested the game with target players and led to game modification for its use in Study 2, which focused on the effects of different types of reflective scaffolds and level of English proficiency. The results of Study 2 showed that students who received both verbal and visual reflective scaffolds completed the most levels compared to the other groups in the given time. No significant effect of type of reflective scaffolds were found on learning outcomes despite the fact that the pattern of the learning outcomes across conditions was close to prediction. Participants' engagement in gameplay was high regardless of the type of scaffolds they received, their interest in learning physics, and their prior knowledge of physics. The results of video analysis also showed that the game used in this study was able to engage students not only in gameplay but also in learning physics. Finally, English proficiency functioned as a significant factor moderating the effects of scaffolds, learning outcomes and game performance. Students with limited English proficiency benefited more from visual reflective scaffolds than

  20. Formal and Informal Context Factors as Contributors to Student Engagement in a Guided Discovery-Based Program of Game Design Learning

    ERIC Educational Resources Information Center

    Reynolds, Rebecca; Chiu, Ming Ming

    2013-01-01

    This paper explored informal (after-school) and formal (elective course in-school) learning contexts as contributors to middle-school student attitudinal changes in a guided discovery-based and blended e-learning program in which students designed web games and used social media and information resources for a full school year. Formality of the…

  1. Historical Perspectives on Games and Education from the Learning Sciences

    ERIC Educational Resources Information Center

    Shelton, Brett E.; Satwicz, Tom; Caswell, Tom

    2011-01-01

    This paper reviews three classic theorists' writing on games, learning, and development. Piaget, Vygotsky, and Bruner all wrote about games and play as important to thinking and learning. This review attempts to synthesize their perspectives as a means to revisit underused theoretical perspectives on the role of games in education. The views of…

  2. The Effectiveness of Three Serious Games Measuring Generic Learning Features

    ERIC Educational Resources Information Center

    Bakhuys Roozeboom, Maartje; Visschedijk, Gillian; Oprins, Esther

    2017-01-01

    Although serious games are more and more used for learning goals, high-quality empirical studies to prove the effectiveness of serious games are relatively scarce. In this paper, three empirical studies are presented that investigate the effectiveness of serious games as opposed to traditional classroom instruction on learning features as well as…

  3. An Investigation of the Effects of a Graphic Organizer in an Online Serious Game on Learning Outcomes and Attitudinal Perceptions

    ERIC Educational Resources Information Center

    Cheon, Jongpil; Chung, Sungwon; Song, Jaeki; Kim, Yongjin

    2015-01-01

    A serious game, which is designed for learning purposes rather than recreational purposes, has been applied for digital game-based Learning. This study investigated the effects of graphic organizers in a serious game, "The Transistor", on learning outcomes and attitudinal perceptions. A total of 99 participants were randomly assigned to…

  4. RELM: developing a serious game to teach evidence-based medicine in an academic health sciences setting.

    PubMed

    Gleason, Ann Whitney

    2015-01-01

    Gaming as a means of delivering online education continues to gain in popularity. Online games provide an engaging and enjoyable way of learning. Gaming is especially appropriate for case-based teaching, and provides a conducive environment for adult independent learning. With funding from the National Network of Libraries of Medicine, Pacific Northwest Region (NN/LM PNR), the University of Washington (UW) Health Sciences Library, and the UW School of Medicine are collaborating to create an interactive, self-paced online game that teaches players to employ the steps in practicing evidence-based medicine. The game encourages life-long learning and literacy skills and could be used for providing continuing medical education.

  5. Toward a Science of Learning Games

    ERIC Educational Resources Information Center

    Howard-Jones, Paul; Demetriou, Skevi; Bogacz, Rafal; Yoo, Jee H.; Leonards, Ute

    2011-01-01

    Reinforcement learning involves a tight coupling of reward-associated behavior and a type of learning that is very different from that promoted by education. However, the emerging understanding of its underlying processes may help derive principles for effective learning games that have, until now, been elusive. This article first reviews findings…

  6. Playing Computer Games Versus Better Learning.

    ERIC Educational Resources Information Center

    Din, Feng S.; Caleo, Josephine

    This study investigated whether kindergarten students who played Sony Play Station (Lightspan) computer games learned better than peers who did not play such games. Participants were 47 African-American kindergartners from two classes of an urban school in the Northeast. A pretest and posttest with control group design was used in the study. The…

  7. Games for Language Learning. New Edition.

    ERIC Educational Resources Information Center

    Wright, Andrew; And Others

    To help students practice and manipulate a newly learned language, games that help the teacher create contexts in which the language is useful and meaningful are presented in this book. The introduction provides answers to questions teachers may have--including why and for whom games are useful--and also offers practical pointers for explaining…

  8. Chile: educational game, "Learning about AIDS: the Responsibility of All".

    PubMed

    1993-01-01

    For more than 10 years, People's Health Education (EPES) has developed educational materials which call upon target audiences to integrate their practical experiences into a collective learning process based upon games. The methodology and materials aim to meet the needs of the most underprivileged sections of the population. EPES produced "Learning about AIDS: the responsibility of all," a game which can be used as it is or adapted to meet the needs of differing groups. The objectives of the game are to provide basic information on AIDS; to facilitate the expression of ideas, beliefs, and myths about AIDS; to promote forums for discussion in order to exchange opinions and views on sexuality and AIDS; to create awareness on how AIDS affects the community; and to create awareness of the need to prevent the disease. Played in couples to strengthen the level of interpersonal communication on such issues, the game is played because AIDS is a fact of everyday life which is affecting the community, because learning about AIDS will help people to protect themselves and their communities from the disease and groundless associated fears, and because open discussion is needed to help prevent more people from becoming infected with HIV.

  9. Applying HOPSCOTCH as an Exer-Learning Game in English Lessons: Two Exploratory Studies

    ERIC Educational Resources Information Center

    Lucht, Martina; Heidig, Steffi

    2013-01-01

    This article describes HOPSCOTCH, a design concept for an "exer-learning game" to engage elementary school children in learning. Exer-learning is a new genre of digital learning games that combines playing and learning with physical activity (exercise). HOPSCOTCH is a first design concept for exer-learning games that can be applied to…

  10. Motor learning, retention and transfer after virtual-reality-based training in Parkinson's disease--effect of motor and cognitive demands of games: a longitudinal, controlled clinical study.

    PubMed

    dos Santos Mendes, Felipe Augusto; Pompeu, José Eduardo; Modenesi Lobo, Alexandra; Guedes da Silva, Keyte; Oliveira, Tatiana de Paula; Peterson Zomignani, Andrea; Pimentel Piemonte, Maria Elisa

    2012-09-01

    To evaluate the learning, retention and transfer of performance improvements after Nintendo Wii Fit™ training in patients with Parkinson's disease and healthy elderly people. Longitudinal, controlled clinical study. Sixteen patients with early-stage Parkinson's disease and 11 healthy elderly people. Warm-up exercises and Wii Fit training that involved training motor (shifts centre of gravity and step alternation) and cognitive skills. A follow-up evaluative Wii Fit session was held 60 days after the end of training. Participants performed a functional reach test before and after training as a measure of learning transfer. Learning and retention were determined based on the scores of 10 Wii Fit games over eight sessions. Transfer of learning was assessed after training using the functional reach test. Patients with Parkinson's disease showed no deficit in learning or retention on seven of the 10 games, despite showing poorer performance on five games compared with the healthy elderly group. Patients with Parkinson's disease showed marked learning deficits on three other games, independent of poorer initial performance. This deficit appears to be associated with cognitive demands of the games which require decision-making, response inhibition, divided attention and working memory. Finally, patients with Parkinson's disease were able to transfer motor ability trained on the games to a similar untrained task. The ability of patients with Parkinson's disease to learn, retain and transfer performance improvements after training on the Nintendo Wii Fit depends largely on the demands, particularly cognitive demands, of the games involved, reiterating the importance of game selection for rehabilitation purposes. Copyright © 2012 Chartered Society of Physiotherapy. Published by Elsevier Ltd. All rights reserved.

  11. Cheminoes: A Didactic Game to Learn Chemical Relationships between Valence, Atomic Number, and Symbol

    ERIC Educational Resources Information Center

    Moreno, Luis F.; Hincapié, Gina; Alzate, María Victoria

    2014-01-01

    Cheminoes is a didactic game that enables the meaningful learning of some relations between concepts such as chemical element, valence, atomic number, and chemical symbol for the first 36 chemical elements of the periodic system. Among the students who have played the game, their opinions of the activity were positive, considering the game to be a…

  12. Learning, attentional control, and action video games.

    PubMed

    Green, C S; Bavelier, D

    2012-03-20

    While humans have an incredible capacity to acquire new skills and alter their behavior as a result of experience, enhancements in performance are typically narrowly restricted to the parameters of the training environment, with little evidence of generalization to different, even seemingly highly related, tasks. Such specificity is a major obstacle for the development of many real-world training or rehabilitation paradigms, which necessarily seek to promote more general learning. In contrast to these typical findings, research over the past decade has shown that training on 'action video games' produces learning that transfers well beyond the training task. This has led to substantial interest among those interested in rehabilitation, for instance, after stroke or to treat amblyopia, or training for various precision-demanding jobs, for instance, endoscopic surgery or piloting unmanned aerial drones. Although the predominant focus of the field has been on outlining the breadth of possible action-game-related enhancements, recent work has concentrated on uncovering the mechanisms that underlie these changes, an important first step towards the goal of designing and using video games for more definite purposes. Game playing may not convey an immediate advantage on new tasks (increased performance from the very first trial), but rather the true effect of action video game playing may be to enhance the ability to learn new tasks. Such a mechanism may serve as a signature of training regimens that are likely to produce transfer of learning. Copyright © 2012 Elsevier Ltd. All rights reserved.

  13. Serious Games for Learning: Games-Based Child Sexual Abuse Prevention in Schools

    ERIC Educational Resources Information Center

    Scholes, Laura; Jones, Christian; Stieler-Hunt, Colleen; Rolfe, Ben

    2014-01-01

    In spite of research demonstrating conceptual weakness in many child sexual abuse (CSA) prevention programmes and outdated modes of delivery, students continue to participate in a diversity of initiatives. Referring to the development of a games-based approach to CSA prevention in Australia, this paper examines empirically based attributes of…

  14. An Authoring Tool for Educational Adventure Games: Concept, Game Models and Authoring Processes

    ERIC Educational Resources Information Center

    Mehm, Florian; Göbel, Stefan; Steinmetz, Ralf

    2013-01-01

    The genre of educational adventure games is a common and successful choice in game-based learning. The games combine captivating narratives that motivate players to continue playing with game mechanics that are conductive to learning: the gameplay is slow-paced, allowing players to learn at their own pace, and focused on puzzles that can be…

  15. Teachers as Game Designers: Using a Game in Formal Learning in a Singapore Primary School

    ERIC Educational Resources Information Center

    Sandford, Richard

    2014-01-01

    Researchers have offered, in recent years, compelling reasons for considering the potential of digital games to support learning and in response policy-makers and educators around the world have demonstrated a commitment to exploring their practical use in school. There remain, however, many questions about how games can best support learning,…

  16. Game-Based Virtual Worlds as Decentralized Virtual Activity Systems

    NASA Astrophysics Data System (ADS)

    Scacchi, Walt

    There is widespread interest in the development and use of decentralized systems and virtual world environments as possible new places for engaging in collaborative work activities. Similarly, there is widespread interest in stimulating new technological innovations that enable people to come together through social networking, file/media sharing, and networked multi-player computer game play. A decentralized virtual activity system (DVAS) is a networked computer supported work/play system whose elements and social activities can be both virtual and decentralized (Scacchi et al. 2008b). Massively multi-player online games (MMOGs) such as World of Warcraft and online virtual worlds such as Second Life are each popular examples of a DVAS. Furthermore, these systems are beginning to be used for research, deve-lopment, and education activities in different science, technology, and engineering domains (Bainbridge 2007, Bohannon et al. 2009; Rieber 2005; Scacchi and Adams 2007; Shaffer 2006), which are also of interest here. This chapter explores two case studies of DVASs developed at the University of California at Irvine that employ game-based virtual worlds to support collaborative work/play activities in different settings. The settings include those that model and simulate practical or imaginative physical worlds in different domains of science, technology, or engineering through alternative virtual worlds where players/workers engage in different kinds of quests or quest-like workflows (Jakobsson 2006).

  17. Serious Use of a Serious Game for Language Learning

    ERIC Educational Resources Information Center

    Johnson, W. Lewis

    2010-01-01

    The Tactical Language and Culture Training System (TLCTS) helps learners acquire basic communicative skills in foreign languages and cultures. Learners acquire communication skills through a combination of interactive lessons and serious games. Artificial intelligence plays multiple roles in this learning environment: to process the learner's…

  18. Games people play: How video games improve probabilistic learning.

    PubMed

    Schenk, Sabrina; Lech, Robert K; Suchan, Boris

    2017-09-29

    Recent research suggests that video game playing is associated with many cognitive benefits. However, little is known about the neural mechanisms mediating such effects, especially with regard to probabilistic categorization learning, which is a widely unexplored area in gaming research. Therefore, the present study aimed to investigate the neural correlates of probabilistic classification learning in video gamers in comparison to non-gamers. Subjects were scanned in a 3T magnetic resonance imaging (MRI) scanner while performing a modified version of the weather prediction task. Behavioral data yielded evidence for better categorization performance of video gamers, particularly under conditions characterized by stronger uncertainty. Furthermore, a post-experimental questionnaire showed that video gamers had acquired higher declarative knowledge about the card combinations and the related weather outcomes. Functional imaging data revealed for video gamers stronger activation clusters in the hippocampus, the precuneus, the cingulate gyrus and the middle temporal gyrus as well as in occipital visual areas and in areas related to attentional processes. All these areas are connected with each other and represent critical nodes for semantic memory, visual imagery and cognitive control. Apart from this, and in line with previous studies, both groups showed activation in brain areas that are related to attention and executive functions as well as in the basal ganglia and in memory-associated regions of the medial temporal lobe. These results suggest that playing video games might enhance the usage of declarative knowledge as well as hippocampal involvement and enhances overall learning performance during probabilistic learning. In contrast to non-gamers, video gamers showed better categorization performance, independently of the uncertainty of the condition. Copyright © 2017 Elsevier B.V. All rights reserved.

  19. Learning Entrepreneurship with Serious Games--A Classroom Approach

    ERIC Educational Resources Information Center

    Almeida, Fernando L. F.

    2017-01-01

    The use of educational games for pedagogical practice can provide new conceptions of teaching-learning in an interactive environment stimulating the acquisition of new knowledge. The so-called serious games are focused on the goal of transmitting educational content or training to the user. In the context of entrepreneurship, serious games appear…

  20. The Effects of Game Design on Learning Outcomes

    ERIC Educational Resources Information Center

    Martin, Michael W.; Shen, Yuzhong

    2014-01-01

    This article details the administration and results of an experiment conducted to assess the impact of three video game design concepts upon learning outcomes. The principles tested include game aesthetics, player choice, and player competition. The experiment participants were asked to play a serious game over the course of a week, and the…

  1. Evaluating the relationship between white matter integrity, cognition, and varieties of video game learning.

    PubMed

    Ray, Nicholas R; O'Connell, Margaret A; Nashiro, Kaoru; Smith, Evan T; Qin, Shuo; Basak, Chandramallika

    2017-01-01

    Many studies are currently researching the effects of video games, particularly in the domain of cognitive training. Great variability exists among video games however, and few studies have attempted to compare different types of video games. Little is known, for instance, about the cognitive processes or brain structures that underlie learning of different genres of video games. To examine the cognitive and neural underpinnings of two different types of game learning in order to evaluate their common and separate correlates, with the hopes of informing future intervention research. Participants (31 younger adults and 31 older adults) completed an extensive cognitive battery and played two different genres of video games, one action game and one strategy game, for 1.5 hours each. DTI scans were acquired for each participant, and regional fractional anisotropy (FA) values were extracted using the JHU atlas. Behavioral results indicated that better performance on tasks of working memory and perceptual discrimination was related to enhanced learning in both games, even after controlling for age, whereas better performance on a perceptual speed task was uniquely related with enhanced learning of the strategy game. DTI results indicated that white matter FA in the right fornix/stria terminalis was correlated with action game learning, whereas white matter FA in the left cingulum/hippocampus was correlated with strategy game learning, even after controlling for age. Although cognition, to a large extent, was a common predictor of both types of game learning, regional white matter FA could separately predict action and strategy game learning. Given the neural and cognitive correlates of strategy game learning, strategy games may provide a more beneficial training tool for adults suffering from memory-related disorders or declines in processing speed, particularly older adults.

  2. Serious games and blended learning; effects on performance and motivation in medical education.

    PubMed

    Dankbaar, Mary

    2017-02-01

    More efficient, flexible training models are needed in medical education. Information technology offers the tools to design and develop effective and more efficient training. The aims of this thesis were: 1) Compare the effectiveness of blended versus classroom training for the acquisition of knowledge; 2) Investigate the effectiveness and critical design features of serious games for performance improvement and motivation. Five empirical studies were conducted to answer the research questions and a descriptive study on an evaluation framework to assess serious games was performed. The results of the research studies indicated that: 1) For knowledge acquisition, blended learning is equally effective and attractive for learners as classroom learning; 2) A serious game with realistic, interactive cases improved complex cognitive skills for residents, with limited self-study time. Although the same game was motivating for inexperienced medical students and stimulated them to study longer, it did not improve their cognitive skills, compared with what they learned from an instructional e‑module. This indicates an 'expertise reversal effect', where a rich learning environment is effective for experts, but may be contra-productive for novices (interaction of prior knowledge and complexity of format). A blended design is equally effective and attractive as classroom training. Blended learning facilitates adaptation to the learners' knowledge level, flexibility in time and scalability of learning. Games may support skills learning, provided task complexity matches the learner's competency level. More design-based research is needed on the effects of task complexity and other design features on performance improvement, for both novices and experts.

  3. Use of a Web-based game to teach pediatric content to medical students.

    PubMed

    Sward, Katherine A; Richardson, Stephanie; Kendrick, Jeremy; Maloney, Chris

    2008-01-01

    The aim of this study was to assess, using a Web-based format, third-year medical students' pediatric knowledge and perceptions of game playing with faculty facilitation compared with self-study computerized flash cards. This study used a repeated-measures experimental design with random assignment to a game group or self-study group. Pediatric knowledge was tested using multiple choice exams at baseline, week 6 of the clerkship following a 4-week intervention, and 6 weeks later. Perceptions about game playing and self-study were evaluated using a questionnaire at week 6. The groups did not differ on content mastery, perceptions about content, or time involved in game playing or self-study. Perceptions about game playing versus self-study as a pedagogical method appeared to favor game playing in understanding content (P<.001), perceived help with learning (P<.05), and enjoyment of learning (P<.008). An important difference was increased game group willingness to continue participating in the intervention. Games can be an enjoyable and motivating method for learning pediatric content, enhanced by group interactions, competition, and fun. Computerized, Web-based tools can facilitate access to educational resources and are feasible to apply as an adjunct to teaching clinical medicine.

  4. On the Need for Research Evidence to Guide the Design of Computer Games for Learning

    ERIC Educational Resources Information Center

    Mayer, Richard E.

    2015-01-01

    Computer games for learning (also called video games or digital games) have potential to improve education. This is the intriguing idea that motivates this special issue of the "Educational Psychologist" on "Psychological Perspectives on Digital Games and Learning." Computer games for learning are games delivered via computer…

  5. Sport Education as a Curriculum Approach to Student Learning of Invasion Games: Effects on Game Performance and Game Involvement.

    PubMed

    Farias, Cláudio; Valério, Carla; Mesquita, Isabel

    2018-03-01

    The teaching and learning of games and sport-based activities has historically been the dominant form of the physical education curricula. With an interest in providing to students meaningful and culturally situated sporting experiences, Sport Education is probably the most implemented and researched pedagogical model worldwide. However, although there is considerable evidence that the model as a curriculum approach can benefit the development of social goals and healthy sport behaviors, not a single study as to date examined students' game-play development beyond participation in single and isolated teaching units. Therefore, the purpose of this study was to examine students' development of Game Performance and Game Involvement during participation in three consecutive Sport Education seasons of invasion games. The participants were an experienced physical education teacher and one seventh-grade class totaling 26 students (10 girls and 16 boys). Using the Game Performance Assessment Instrument (Oslin et al., 1998), pre-test to post-tests measures of students' Game Performance and Game Involvement were collected during their participation in basketball (20 lessons), handball (16 lessons), and football (18 lessons) units. Inter-group differences and pre-test to post-test improvements within each season were analyzed through 2 (time) x group (sport) repeated measures ANOVA tests. There were found significant pre-test to post-test improvements in Game Performance and Game Involvement in the second (handball) and third (football) seasons, but not in the first season (basketball). Students' Game Performance and Involvement scores of handball and football were significantly higher than their scores while playing basketball. The opportunity for an extended engagement in game-play activities and prolonged membership of students in the same teams throughout three consecutive seasons of Sport Education were key to the outcomes found. The specific configurations of the game

  6. Game theory and risk-based leveed river system planning with noncooperation

    NASA Astrophysics Data System (ADS)

    Hui, Rui; Lund, Jay R.; Madani, Kaveh

    2016-01-01

    Optimal risk-based levee designs are usually developed for economic efficiency. However, in river systems with multiple levees, the planning and maintenance of different levees are controlled by different agencies or groups. For example, along many rivers, levees on opposite riverbanks constitute a simple leveed river system with each levee designed and controlled separately. Collaborative planning of the two levees can be economically optimal for the whole system. Independent and self-interested landholders on opposite riversides often are willing to separately determine their individual optimal levee plans, resulting in a less efficient leveed river system from an overall society-wide perspective (the tragedy of commons). We apply game theory to simple leveed river system planning where landholders on each riverside independently determine their optimal risk-based levee plans. Outcomes from noncooperative games are analyzed and compared with the overall economically optimal outcome, which minimizes net flood cost system-wide. The system-wide economically optimal solution generally transfers residual flood risk to the lower-valued side of the river, but is often impractical without compensating for flood risk transfer to improve outcomes for all individuals involved. Such compensation can be determined and implemented with landholders' agreements on collaboration to develop an economically optimal plan. By examining iterative multiple-shot noncooperative games with reversible and irreversible decisions, the costs of myopia for the future in making levee planning decisions show the significance of considering the externalities and evolution path of dynamic water resource problems to improve decision-making.

  7. Balancing Fun and Learning in a Serious Game Design

    ERIC Educational Resources Information Center

    Franzwa, Christopher; Tang, Ying; Johnson, Aaron; Bielefeldt, Talbot

    2014-01-01

    This article presents the underlying philosophy of Sustain City, an educational serious game system that engages students, particularly prospective and beginning science and engineering students, in a series of engineering design challenges. Various strategies implemented in Sustain City for achieving a balance of fun and learning are discussed,…

  8. Games network and application to PAs system.

    PubMed

    Chettaoui, C; Delaplace, F; Manceny, M; Malo, M

    2007-02-01

    In this article, we present a game theory based framework, named games network, for modeling biological interactions. After introducing the theory, we more precisely describe the methodology to model biological interactions. Then we apply it to the plasminogen activator system (PAs) which is a signal transduction pathway involved in cancer cell migration. The games network theory extends game theory by including the locality of interactions. Each game in a games network represents local interactions between biological agents. The PAs system is implicated in cytoskeleton modifications via regulation of actin and microtubules, which in turn favors cell migration. The games network model has enabled us a better understanding of the regulation involved in the PAs system.

  9. Cardiovascular Physiology for First-Year Medical Students: Teaching and Learning through Games.

    ERIC Educational Resources Information Center

    France, Vanetia M.

    1978-01-01

    Describes a card game designed to help medical students learn to manipulate concepts fundamental to the functions of the cardiovascular system (CVS) and to understand the interrelationships between different controlled variables in the system. (Author/MA)

  10. The Art of Gamification; Teaching Sustainability and System Thinking by Pervasive Game Development

    ERIC Educational Resources Information Center

    Nordby, Anders; Øygardslia, Kristine; Sverdrup, Ulrik; Sverdrup, Harald

    2016-01-01

    In 2013 Hedmark University College conducted a research project where students from a game development project/study program developed and tested a Pervasive Game for learning as part of a class in System Thinking. The overall game goal was to teach Sustainability through System Thinking, and to give the students a real world experience with their…

  11. Effects of the Digital Game-Development Approach on Elementary School Students' Learning Motivation, Problem Solving, and Learning Achievement

    ERIC Educational Resources Information Center

    Chu, Hui-Chun; Hung, Chun-Ming

    2015-01-01

    In this study, the game-based development approach is proposed for improving the learning motivation, problem solving skills, and learning achievement of students. An experiment was conducted on a learning activity of an elementary school science course to evaluate the performance of the proposed approach. A total of 59 sixth graders from two…

  12. Cases on Digital Game-Based Learning: Methods, Models, and Strategies

    ERIC Educational Resources Information Center

    Baek, Youngkyun; Whitton, Nicola

    2013-01-01

    In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on…

  13. Reciprocal Trust Mediates Deep Transfer of Learning between Games of Strategic Interaction

    ERIC Educational Resources Information Center

    Juvina, Ion; Saleem, Muniba; Martin, Jolie M.; Gonzalez, Cleotilde; Lebiere, Christian

    2013-01-01

    We studied transfer of learning across two games of strategic interaction. We found that the interpersonal relation between two players during and across two games influence development of reciprocal trust and transfer of learning from one game to another. We show that two types of similarities between the games affect transfer: (1) deep…

  14. Digital Gaming and Language Learning: Autonomy and Community

    ERIC Educational Resources Information Center

    Chik, Alice

    2014-01-01

    The relationship between digital game play and second language (L2) learning is a particularly tricky issue in East Asia. Though there is an emerging presence of Chinese online games, many more young people are playing the English- or Japanese-language versions of the most popular commercial off-the-shelf (COTS) video games. In other words, most…

  15. Learning with touchscreen devices: game strategies to improve geometric thinking

    NASA Astrophysics Data System (ADS)

    Soldano, Carlotta; Arzarello, Ferdinando

    2016-03-01

    The aim of this paper is to reflect on the importance of the students' game-strategic thinking during the development of mathematical activities. In particular, we hypothesise that this type of thinking helps students in the construction of logical links between concepts during the "argumentation phase" of the proving process. The theoretical background of our study lies in the works of J. Hintikka, a Finnish logician, who developed a new type of logic, based on game theory, called the logic of inquiry. In order to experiment with this new approach to the teaching and learning of mathematics, we have prepared five game-activities based on geometric theorems in which two players play against each other in a multi-touch dynamic geometric environment (DGE). In this paper, we present the design of the first game-activity and the relationship between it and the logic of inquiry. Then, adopting the theoretical framework of the instrumental genesis by Vérillon and Rabardel (EJPE 10: 77-101, 1995), we will present and analyse significant actions and dialogues developed by students while they are solving the game. We focus on the presence of a particular way of playing the game introduced by the students, the "reflected game", and highlight its functions for the development of the task.

  16. Understanding the Behavioral Intention to Play Austronesian Learning Games: From the Perspectives of Learning Outcome, Service Quality, and Hedonic Value

    ERIC Educational Resources Information Center

    Hsiao, Kuo-Lun; Huang, Tien-Chi; Chen, Mu-Yen; Chiang, Nien-Ting

    2018-01-01

    Although ubiquitous learning is a novel and creative teaching approach, two key issues inhibit its success overall: a lack of appropriate learning strategies regarding learning objectives, and ineffective learning tools for receiving knowledge regarding the chosen subjects. To address these issues, we develops and designs a game-based educational…

  17. Learning, attentional control and action video games

    PubMed Central

    Green, C.S.; Bavelier, D.

    2012-01-01

    While humans have an incredible capacity to acquire new skills and alter their behavior as a result of experience, enhancements in performance are typically narrowly restricted to the parameters of the training environment, with little evidence of generalization to different, even seemingly highly related, tasks. Such specificity is a major obstacle for the development of many real-world training or rehabilitation paradigms, which necessarily seek to promote more general learning. In contrast to these typical findings, research over the past decade has shown that training on ‘action video games’ produces learning that transfers well beyond the training task. This has led to substantial interest among those interested in rehabilitation, for instance, after stroke or to treat amblyopia, or training for various precision-demanding jobs, for instance, endoscopic surgery or piloting unmanned aerial drones. Although the predominant focus of the field has been on outlining the breadth of possible action-game-related enhancements, recent work has concentrated on uncovering the mechanisms that underlie these changes, an important first step towards the goal of designing and using video games for more definite purposes. Game playing may not convey an immediate advantage on new tasks (increased performance from the very first trial), but rather the true effect of action video game playing may be to enhance the ability to learn new tasks. Such a mechanism may serve as a signature of training regimens that are likely to produce transfer of learning. PMID:22440805

  18. Analysis of the "naming game" with learning errors in communications.

    PubMed

    Lou, Yang; Chen, Guanrong

    2015-07-16

    Naming game simulates the process of naming an objective by a population of agents organized in a certain communication network. By pair-wise iterative interactions, the population reaches consensus asymptotically. We study naming game with communication errors during pair-wise conversations, with error rates in a uniform probability distribution. First, a model of naming game with learning errors in communications (NGLE) is proposed. Then, a strategy for agents to prevent learning errors is suggested. To that end, three typical topologies of communication networks, namely random-graph, small-world and scale-free networks, are employed to investigate the effects of various learning errors. Simulation results on these models show that 1) learning errors slightly affect the convergence speed but distinctively increase the requirement for memory of each agent during lexicon propagation; 2) the maximum number of different words held by the population increases linearly as the error rate increases; 3) without applying any strategy to eliminate learning errors, there is a threshold of the learning errors which impairs the convergence. The new findings may help to better understand the role of learning errors in naming game as well as in human language development from a network science perspective.

  19. Improving the Design of a Learning Game through Intrinsic Integration and Playtesting

    ERIC Educational Resources Information Center

    Denham, André R.

    2016-01-01

    Designing and developing games for learning is a difficult endeavor. Educational game designers must not only make an engaging and motivating game, but must also ensure that learning takes place as a result of gameplay. Educational researchers have sought to define design principles in order to lessen the difficulty involved with game design. In…

  20. Berlin Kompass: Multimodal Gameful Empowerment for Foreign Language Learning

    ERIC Educational Resources Information Center

    Kallioniemi, Pekka; Posti, Laura-Pihkala; Hakulinen, Jaakko; Turunen, Markku; Keskinen, Tuuli; Raisamo, Roope

    2015-01-01

    This article presents an innovative, gameful, multimodal, and authentic learning environment for training of oral communication in a foreign language--a virtual adventure called Berlin Kompass. After a brief presentation of the pedagogical and technological backgrounds, the system is described. Central results of a series of pilots in autumn 2013…

  1. Assessment through Achievement Systems: A Framework for Educational Game Design

    ERIC Educational Resources Information Center

    Evans, Monica; Jennings, Erin; Andreen, Michael

    2011-01-01

    Educational games have great potential as tools for motivating and engaging students, in addition to teaching learning content and objectives, but have had difficulty proving their potential through traditional means. This article proposes that recent advances in the achievement systems of entertainment games can be used to measure motivation and…

  2. A Systemic-Constructivist Approach to the Facilitation and Debriefing of Simulations and Games

    ERIC Educational Resources Information Center

    Kriz, Willy Christian

    2010-01-01

    This article introduces some basic concepts of a systemic-constructivist perspective. These show that gaming simulation corresponds closely to a systemic-constructivist approach to learning and instruction. Some quality aspects of facilitating and debriefing simulation games are described from a systemic-constructivist point of view. Finally, a…

  3. Investigating the Effectiveness of an Educational Card Game for Learning How Human Immunology Is Regulated

    ERIC Educational Resources Information Center

    Su, TzuFen; Cheng, Meng-Tzu; Lin, Shu-Hua

    2014-01-01

    This study was conducted in an attempt to investigate the effectiveness of an educational card game we developed for learning human immunology. Two semesters of evaluation were included to examine the impact of the game on students' understanding and perceptions of the game-based instruction. Ninety-nine senior high school students (11th graders)…

  4. Effects of Self-Explanation and Game-Reward on Sixth Graders' Algebra Variable Learning

    ERIC Educational Resources Information Center

    Sun-Lin, Hong-Zheng; Chiou, Guey-Fa

    2017-01-01

    This study examined the interaction effects of self-explanation and game-reward strategies on sixth graders' algebra variable learning achievement, learning attitude, and meta-cognitive awareness. A learning system was developed to support the learning activity, and a 2×2 quasi-experiment was conducted. Ninety-seven students were invited to…

  5. A Fun Alternative: Using Instructional Games to Foster Student Learning.

    ERIC Educational Resources Information Center

    Blum, H. Timothy; Yocom, Dorothy Jean

    1996-01-01

    This article provides guidelines for designing effective instructional games for all students, including students with disabilities or other special learning needs. The benefits of instructional games, including student motivation and the ability of games to facilitate individualized instruction, are discussed. Sample instructional games,…

  6. Iterative Design and Testing for the Development of a Game-Based Chlamydia Awareness Intervention: A Pilot Study.

    PubMed

    Jiang, Rui; McKanna, James; Calabrese, Samantha; Seif El-Nasr, Magy

    2017-08-01

    Herein we describe a methodology for developing a game-based intervention to raise awareness of Chlamydia and other sexually transmitted infections among youth in Boston's underserved communities. We engaged in three design-based experiments. These utilized mixed methods, including playtesting and assessment methods, to examine the overall effectiveness of the game. In this case, effectiveness is defined as (1) engaging the target group, (2) increasing knowledge about Chlamydia, and (3) changing attitudes toward Chlamydia testing. These three experiments were performed using participants from different communities and with slightly different versions of the game, as we iterated through the design/feedback process. Overall, participants who played the game showed a significant increase in participants' knowledge of Chlamydia compared with those in the control group (P = 0.0002). The version of the game, including elements specifically targeting systemic thinking, showed significant improvement in participants' intent to get tested compared with the version of the game without such elements (Stage 2: P > 0.05; Stage 3: P = 0.0045). Furthermore, during both Stage 2 and Stage 3, participants showed high levels of enjoyment, mood, and participation and moderate levels of game engagement and social engagement. During Stage 3, however, participants' game engagement (P = 0.0003), social engagement (P = 0.0003), and participation (P = 0.0003) were significantly higher compared with those of Stage 2. Thus, we believe that motivation improvements from Stage 2 to 3 were also effective. Finally, participants' overall learning effectiveness was correlated with their prepositive affect (r = 0.52) and their postproblem hierarchy (r = -0.54). The game improved considerably from its initial conception through three stages of iterative design and feedback. Our assessment methods for each stage targeted and integrated learning, health, and engagement

  7. Cats and Portals: Video Games, Learning, and Play

    ERIC Educational Resources Information Center

    Gee, James Paul

    2008-01-01

    The author builds on arguments he has made elsewhere that good commercial video games foster deep learning and problem solving and that such games in fact promote mastery as a form of play. Here he maintains that some good video games engage players with an important type of play, namely of play as discovery, of play as surmising new possibilities…

  8. "Posterlet": A Game-Based Assessment of Children's Choices to Seek Feedback and to Revise

    ERIC Educational Resources Information Center

    Cutumisu, Maria; Blair, Kristen P.; Chin, Doris B.; Schwartz, Daniel L.

    2015-01-01

    We introduce one instance of a game-based assessment designed to measure students' self-regulated learning choices. We describe our overarching measurement strategy and we present "Posterlet", an assessment game in which students design posters and learn graphic design principles from feedback. We designed "Posterlet" to assess…

  9. Why Games Work and the Science of Learning

    NASA Technical Reports Server (NTRS)

    Murphy, Curtiss

    2012-01-01

    In 2010, the Navy formally added the Damage Control Trainer (DCT) to the recruit training program at Great Lakes, Illinois. Despite the incredibly dense training schedule at the Navy's boot camp, the instructors were willing to set aside two hours of time for recruits to play a game. Why? Because it worked. Even with just one hour of play, research showed that recruits gained a 50-80% improvement in performance that transferred to Battle Stations 21 (B821), the Navy's capstone training event. This paper explores why games makes these kinds of results possible. It argues that the things that are known to improve learning are almost exactly the same reasons why games work: the time-honored laws of learning. It concludes that the traditional gulf between instructional design and game design is really an issue of perspective, rather than fundamentals.

  10. Computer-based, Jeopardy™-like game in general chemistry for engineering majors

    NASA Astrophysics Data System (ADS)

    Ling, S. S.; Saffre, F.; Kadadha, M.; Gater, D. L.; Isakovic, A. F.

    2013-03-01

    We report on the design of Jeopardy™-like computer game for enhancement of learning of general chemistry for engineering majors. While we examine several parameters of student achievement and attitude, our primary concern is addressing the motivation of students, which tends to be low in a traditionally run chemistry lectures. The effect of the game-playing is tested by comparing paper-based game quiz, which constitutes a control group, and computer-based game quiz, constituting a treatment group. Computer-based game quizzes are Java™-based applications that students run once a week in the second part of the last lecture of the week. Overall effectiveness of the semester-long program is measured through pretest-postest conceptual testing of general chemistry. The objective of this research is to determine to what extent this ``gamification'' of the course delivery and course evaluation processes may be beneficial to the undergraduates' learning of science in general, and chemistry in particular. We present data addressing gender-specific difference in performance, as well as background (pre-college) level of general science and chemistry preparation. We outline the plan how to extend such approach to general physics courses and to modern science driven electives, and we offer live, in-lectures examples of our computer gaming experience. We acknowledge support from Khalifa University, Abu Dhabi

  11. Integrating Adaptive Games in Student-Centered Virtual Learning Environments

    ERIC Educational Resources Information Center

    del Blanco, Angel; Torrente, Javier; Moreno-Ger, Pablo; Fernandez-Manjon, Baltasar

    2010-01-01

    The increasing adoption of e-Learning technology is facing new challenges, such as how to produce student-centered systems that can be adapted to each student's needs. In this context, educational video games are proposed as an ideal medium to facilitate adaptation and tracking of students' performance for assessment purposes, but integrating the…

  12. A Game-Based Approach to an Entire Physical Chemistry Course

    ERIC Educational Resources Information Center

    Daubenfeld, Thorsten; Zenker, Dietmar

    2015-01-01

    We designed, implemented, and evaluated a game-based learning approach to increase student motivation and achievement for an undergraduate physical chemistry course. By focusing only on the most important game aspects, the implementation was realized with a production ratio of 1:8 (study load in hours divided by production effort in hours).…

  13. Evaluation of a Web-based social network electronic game in enhancing mental health literacy for young people.

    PubMed

    Li, Tim M H; Chau, Michael; Wong, Paul W C; Lai, Eliza S Y; Yip, Paul S F

    2013-05-15

    Internet-based learning programs provide people with massive health care information and self-help guidelines on improving their health. The advent of Web 2.0 and social networks renders significant flexibility to embedding highly interactive components, such as games, to foster learning processes. The effectiveness of game-based learning on social networks has not yet been fully evaluated. The aim of this study was to assess the effectiveness of a fully automated, Web-based, social network electronic game on enhancing mental health knowledge and problem-solving skills of young people. We investigated potential motivational constructs directly affecting the learning outcome. Gender differences in learning outcome and motivation were also examined. A pre/posttest design was used to evaluate the fully automated Web-based intervention. Participants, recruited from a closed online user group, self-assessed their mental health literacy and motivational constructs before and after completing the game within a 3-week period. The electronic game was designed according to cognitive-behavioral approaches. Completers and intent-to-treat analyses, using multiple imputation for missing data, were performed. Regression analysis with backward selection was employed when examining the relationship between knowledge enhancement and motivational constructs. The sample included 73 undergraduates (42 females) for completers analysis. The gaming approach was effective in enhancing young people's mental health literacy (d=0.65). The finding was also consistent with the intent-to-treat analysis, which included 127 undergraduates (75 females). No gender differences were found in learning outcome (P=.97). Intrinsic goal orientation was the primary factor in learning motivation, whereas test anxiety was successfully alleviated in the game setting. No gender differences were found on any learning motivation subscales (P>.10). We also found that participants' self-efficacy for learning and

  14. Evaluation of a Web-Based Social Network Electronic Game in Enhancing Mental Health Literacy for Young People

    PubMed Central

    Li, Tim MH; Wong, Paul WC; Lai, Eliza SY; Yip, Paul SF

    2013-01-01

    Background Internet-based learning programs provide people with massive health care information and self-help guidelines on improving their health. The advent of Web 2.0 and social networks renders significant flexibility to embedding highly interactive components, such as games, to foster learning processes. The effectiveness of game-based learning on social networks has not yet been fully evaluated. Objectives The aim of this study was to assess the effectiveness of a fully automated, Web-based, social network electronic game on enhancing mental health knowledge and problem-solving skills of young people. We investigated potential motivational constructs directly affecting the learning outcome. Gender differences in learning outcome and motivation were also examined. Methods A pre/posttest design was used to evaluate the fully automated Web-based intervention. Participants, recruited from a closed online user group, self-assessed their mental health literacy and motivational constructs before and after completing the game within a 3-week period. The electronic game was designed according to cognitive-behavioral approaches. Completers and intent-to-treat analyses, using multiple imputation for missing data, were performed. Regression analysis with backward selection was employed when examining the relationship between knowledge enhancement and motivational constructs. Results The sample included 73 undergraduates (42 females) for completers analysis. The gaming approach was effective in enhancing young people’s mental health literacy (d=0.65). The finding was also consistent with the intent-to-treat analysis, which included 127 undergraduates (75 females). No gender differences were found in learning outcome (P=.97). Intrinsic goal orientation was the primary factor in learning motivation, whereas test anxiety was successfully alleviated in the game setting. No gender differences were found on any learning motivation subscales (P>.10). We also found that

  15. DNA Re-EvolutioN: a game for learning molecular genetics and evolution.

    PubMed

    Miralles, Laura; Moran, Paloma; Dopico, Eduardo; Garcia-Vazquez, Eva

    2013-01-01

    Evolution is a main concept in biology, but not many students understand how it works. In this article we introduce the game DNA Re-EvolutioN as an active learning tool that uses genetic concepts (DNA structure, transcription and translation, mutations, natural selection, etc.) as playing rules. Students will learn about molecular evolution while playing a game that mixes up theory and entertainment. The game can be easily adapted to different educational levels. The main goal of this play is to arrive at the end of the game with the longest protein. Students play with pawns and dices, a board containing hypothetical events (mutations, selection) that happen to molecules, "Evolution cards" with indications for DNA mutations, prototypes of a DNA and a mRNA chain with colored "nucleotides" (plasticine balls), and small pieces simulating t-RNA with aminoacids that will serve to construct a "protein" based on the DNA chain. Students will understand how changes in DNA affect the final protein product and may be subjected to positive or negative selection, using a didactic tool funnier than classical theory lectures and easier than molecular laboratory experiments: a flexible and feasible game to learn and enjoy molecular evolution at no-cost. The game was tested by majors and non-majors in genetics from 13 different countries and evaluated with pre- and post-tests obtaining very positive results. © 2013 by The International Union of Biochemistry and Molecular Biology.

  16. Intelligent Web-Based Learning System with Personalized Learning Path Guidance

    ERIC Educational Resources Information Center

    Chen, C. M.

    2008-01-01

    Personalized curriculum sequencing is an important research issue for web-based learning systems because no fixed learning paths will be appropriate for all learners. Therefore, many researchers focused on developing e-learning systems with personalized learning mechanisms to assist on-line web-based learning and adaptively provide learning paths…

  17. Building a Construction Procurement Negotiation Training Game Model: Learning Experiences and Outcomes

    ERIC Educational Resources Information Center

    Dzeng, Ren-Jye; Lin, Ken-Yu; Wang, Pei-Ru

    2014-01-01

    Game-based education is a promising method for encouraging student learning. Although learning construction procurement and negotiation require hands-on practice, in most construction management courses at the college level, this subject is taught by using lectures and case studies. In this study, a construction procurement and negotiation game…

  18. A Board Game to Assist Pharmacy Students in Learning Metabolic Pathways

    PubMed Central

    2011-01-01

    Objectives. To develop and evaluate a board game designed to increase students’ enjoyment of learning metabolic pathways; their familiarity with pathway reactions, intermediates, and regulation; and, their understanding of how pathways relate to one another and to selected biological conditions. Design. The board game, entitled Race to Glucose, was created as a team activity for first-year pharmacy students in the biochemistry curriculum. Assessment. A majority of respondents agreed that the game was helpful for learning regulation, intermediates, and interpathway relationships but not for learning reactions, formation of energetic molecules, or relationships, to biological conditions. There was a significant increase in students’ scores on game-related examination questions (68.8% pretest vs. 81.3% posttest), but the improvement was no greater than that for examination questions not related to the game (12.5% vs. 10.9%). Conclusion. First-year pharmacy students considered Race to Glucose to be an enjoyable and helpful tool for learning intermediates, regulation, and interpathway relationships. PMID:22171111

  19. The Effect of Gender on Motivation and Student Achievement in Digital Game-Based Learning: A Case Study of a Contented-Based Classroom

    ERIC Educational Resources Information Center

    Chung, Liang-Yi; Chang, Rong-Chi

    2017-01-01

    This study attempts to probe into the impact of learners' gender on learning outcomes and motivation. A digital game focusing on the topic of emergency first aid is designed for the purpose of this present study, according to the curriculum objectives for a content-based instruction (CBI) course as part of the experiment. In the process of playing…

  20. Between Learning and Playing? Exploring Learners' Perceptions of Corrective Feedback in an Immersive Game for English Pragmatics

    ERIC Educational Resources Information Center

    Cornillie, Frederik; Clarebout, Geraldine; Desmet, Piet

    2012-01-01

    This paper aims to provide a rationale for the utility of corrective feedback (CF) in digital games designed for language learning, with specific reference to learners' perceptions. Explicit and elaborate CF has the potential to increase learners' understanding of language, but might not be found useful in a game-based learning environment where…

  1. Towards a Trans-Disciplinary Methodology for a Game-Based Intervention Development Process

    ERIC Educational Resources Information Center

    Arnab, Sylvester; Clarke, Samantha

    2017-01-01

    The application of game-based learning adds play into educational and instructional contexts. Even though there is a lack of standard methodologies or formulaic frameworks to better inform game-based intervention development, there exist scientific and empirical studies that can serve as benchmarks for establishing scientific validity in terms of…

  2. Context Sensing System Analysis for Privacy Preservation Based on Game Theory.

    PubMed

    Wang, Shengling; Li, Luyun; Sun, Weiman; Guo, Junqi; Bie, Rongfang; Lin, Kai

    2017-02-10

    In a context sensing system in which a sensor-equipped mobile phone runs an unreliable context-aware application, the application can infer the user's contexts, based on which it provides personalized services. However, the application may sell the user's contexts to some malicious adversaries to earn extra profits, which will hinder its widespread use. In the real world, the actions of the user, the application and the adversary in the context sensing system affect each other, so that their payoffs are constrained mutually. To figure out under which conditions they behave well (the user releases, the application does not leak and the adversary does not retrieve the context), we take advantage of game theory to analyze the context sensing system. We use the extensive form game and the repeated game, respectively, to analyze two typical scenarios, single interaction and multiple interaction among three players, from which Nash equilibriums and cooperation conditions are obtained. Our results show that the reputation mechanism for the context-sensing system in the former scenario is crucial to privacy preservation, so is the extent to which the participants are concerned about future payoffs in the latter one.

  3. Web-Based Learning Support System

    NASA Astrophysics Data System (ADS)

    Fan, Lisa

    Web-based learning support system offers many benefits over traditional learning environments and has become very popular. The Web is a powerful environment for distributing information and delivering knowledge to an increasingly wide and diverse audience. Typical Web-based learning environments, such as Web-CT, Blackboard, include course content delivery tools, quiz modules, grade reporting systems, assignment submission components, etc. They are powerful integrated learning management systems (LMS) that support a number of activities performed by teachers and students during the learning process [1]. However, students who study a course on the Internet tend to be more heterogeneously distributed than those found in a traditional classroom situation. In order to achieve optimal efficiency in a learning process, an individual learner needs his or her own personalized assistance. For a web-based open and dynamic learning environment, personalized support for learners becomes more important. This chapter demonstrates how to realize personalized learning support in dynamic and heterogeneous learning environments by utilizing Adaptive Web technologies. It focuses on course personalization in terms of contents and teaching materials that is according to each student's needs and capabilities. An example of using Rough Set to analyze student personal information to assist students with effective learning and predict student performance is presented.

  4. Rules of the Game: Effects of a Game-based Metaphor on Instructional Activity Design and the Use of Student Mentors on Learning Outcomes in a Middle School General Science Class

    NASA Astrophysics Data System (ADS)

    Dowling, Angie

    This study investigated the effects of a game-like environment on instructional activity design and the use of student mentors on learning outcomes in a middle school general science class. The participants for this study were 165 students, ages 13-14 years old, who were enrolled in 8th grade at a mid-Atlantic middle school. Two research questions were used to conduct the research: 1. Can science content be designed and successfully delivered instructionally using a game-like learning environment? 2. Does the use of student mentors/assistants help direct and maintain the flow of the class away from the technological issues toward the necessary learning outcomes while also increasing the science content understanding acquired by the mentors while also increasing class and student engagement? For this study an introductory biology unit was designed using a game-like curricular structure. Student mentors were utilized in order to aid focus on the content and not the technology. The results indicated that the instructional design of the unit using a game-like environment was successful and students exhibited learning. The mentor students were instrumental in steering their fellow students away from the “Siren’s Call” of the instrument (in this case StarLogo) and enabled increased focus on the content. Keywords: Trivial games, Serious Games, Epistemic Games, Student Mentors, StarLogo, Elaboration Theory.

  5. An Online Game Approach for Improving Students' Learning Performance in Web-Based Problem-Solving Activities

    ERIC Educational Resources Information Center

    Hwang, Gwo-Jen; Wu, Po-Han; Chen, Chi-Chang

    2012-01-01

    In this paper, an online game was developed in the form of a competitive board game for conducting web-based problem-solving activities. The participants of the game determined their move by throwing a dice. Each location of the game board corresponds to a gaming task, which could be a web-based information-searching question or a mini-game; the…

  6. Pervasive Learning--Using Games to Tear down the Classroom Walls

    ERIC Educational Resources Information Center

    Pløhn, Trygve

    2014-01-01

    Pervasive gaming is a new and emerging gaming genre where the physical and social aspects of the real world are integrated into the game and blends into the player's everyday life. Given the nature of pervasive games, it may be possible to use that type of game as a tool to support learning in a university course by providing a gameplay where the…

  7. Science Spots AR: A Platform for Science Learning Games with Augmented Reality

    ERIC Educational Resources Information Center

    Laine, Teemu H.; Nygren, Eeva; Dirin, Amir; Suk, Hae-Jung

    2016-01-01

    Lack of motivation and of real-world relevance have been identified as reasons for low interest in science among children. Game-based learning and storytelling are prominent methods for generating intrinsic motivation in learning. Real-world relevance requires connecting abstract scientific concepts with the real world. This can be done by…

  8. Engagement states and learning from educational games.

    PubMed

    Deater-Deckard, Kirby; Chang, Mido; Evans, Michael E

    2013-01-01

    Children's and adolescents' cognitive, affective, and behavioral states of engagement enhance or impede enjoyment of, and performance with, educational games. We propose a comprehensive model of engagement states and apply it to research on educational game development and research on the role of various aspects of engagement on game play and learning. Emphasis is placed on individual differences in attention, memory, motor speed and control, persistence, and positive and negative affect (approach/avoidance), and how these pertain to social cognitions regarding mathematics achievement. Our challenge is to develop educational games that are effective for a wide variety of student engagement states. Copyright © 2013 Wiley Periodicals, Inc., A Wiley Company.

  9. A Model for the Design of Puzzle-Based Games Including Virtual and Physical Objects

    ERIC Educational Resources Information Center

    Melero, Javier; Hernandez-Leo, Davinia

    2014-01-01

    Multiple evidences in the Technology-Enhanced Learning domain indicate that Game-Based Learning can lead to positive effects in students' performance and motivation. Educational games can be completely virtual or can combine the use of physical objects or spaces in the real world. However, the potential effectiveness of these approaches…

  10. The Influence of Collaborative Learning Games within Different Devices on Student's Learning Performance and Behaviours

    ERIC Educational Resources Information Center

    Hsiao, Hsien-Sheng; Chang, Cheng-Sian; Lin, Chien-Yu; Chang, Chih-Chun; Chen, Jyun-Chen

    2014-01-01

    This study demonstrates the effectiveness of using multi-touch tabletop collaborative game (MTCG) as a collaborative learning platform, in which multiple students can play games using a digital surface. The learning performance of participants is also explored, along with their related behaviours and their experiences. Consisting of 49 Taipei…

  11. Better retention through game-play - EcoChains: Arctic Crisis card game

    NASA Astrophysics Data System (ADS)

    Pfirman, S. L.; Lee, J.; O'Garra, T.; Bachrach, E.

    2015-12-01

    Increasingly games are being used in formal and informal education with the goal of improving student/participant understanding of content knowledge through enhanced engagement. While most games are fun by design, few controlled studies have been conducted to assess games' potential for learning gains in comparison with traditional educational approaches. Without evidence for learning, it can be difficult to justify incorporating STEM games in curricula and other programming. In this study we assess the impact of a game called EcoChains (http://thepolarhub.org/project/ecochains-arctic-crisis) on learning, using a controlled experiment. The EcoChains: Arctic Crisis card game gives players the opportunity to learn about the components of an Arctic marine food web, the reliance of some species on sea ice, and the potential impacts of future changes on the ecosystem. EcoChains was developed under the Polar Learning and Responding: PoLAR Climate Change Education Partnership (thepolarhub.org). EcoChains aligns with Next Generation Science Standards LS2 Ecosystems: Interactions, Energy, and Dynamics and ESS3 Earth and Human Activity. Participants in this experiment (n=41) were randomly assigned to either play EcoChains or to read a magazine-style article with similar content (the control). Questionnaires, mapping exercises and a 4-week follow-up survey were used to identify changes in participant knowledge of climate change and the Arctic region, attitudes and beliefs about climate change and its impacts, information-seeking behaviors, systems thinking, impressions of and engagement with the intervention experience. Analysis indicates that the game was as effective as, and in some respects more effective than, the article at teaching participants about climate change and the Arctic region and ecosystems. The follow up survey found that game players recalled new information better than those who read the article. Participants were also more engaged in the game than the

  12. "On the Case": Designing an Interdisciplinary Learning Game with "Neuromancer"

    ERIC Educational Resources Information Center

    Slocombe, Will; Price, Chris

    2008-01-01

    Computer games are increasingly being considered as a means of promoting learning, especially the use of commercial off-the-shelf (COTS) games in the classroom. This article extends this idea by proposing an innovative method of fostering interdisciplinary collaboration through the design of computer games. The game to be developed, "On the…

  13. Video game-based neuromuscular electrical stimulation system for calf muscle training: a case study.

    PubMed

    Sayenko, D G; Masani, K; Milosevic, M; Robinson, M F; Vette, A H; McConville, K M V; Popovic, M R

    2011-03-01

    A video game-based training system was designed to integrate neuromuscular electrical stimulation (NMES) and visual feedback as a means to improve strength and endurance of the lower leg muscles, and to increase the range of motion (ROM) of the ankle joints. The system allowed the participants to perform isotonic concentric and isometric contractions in both the plantarflexors and dorsiflexors using NMES. In the proposed system, the contractions were performed against exterior resistance, and the angle of the ankle joints was used as the control input to the video game. To test the practicality of the proposed system, an individual with chronic complete spinal cord injury (SCI) participated in the study. The system provided a progressive overload for the trained muscles, which is a prerequisite for successful muscle training. The participant indicated that he enjoyed the video game-based training and that he would like to continue the treatment. The results show that the training resulted in a significant improvement of the strength and endurance of the paralyzed lower leg muscles, and in an increased ROM of the ankle joints. Video game-based training programs might be effective in motivating participants to train more frequently and adhere to otherwise tedious training protocols. It is expected that such training will not only improve the properties of their muscles but also decrease the severity and frequency of secondary complications that result from SCI. Copyright © 2010 IPEM. All rights reserved.

  14. Empowering Students with Games-for-Change

    ERIC Educational Resources Information Center

    Ensmann, Suzanne Y.

    2017-01-01

    Systemic sustainable change does not happen overnight but begins with the diffusion of knowledge and changing of attitudes (Rogers, 2010). Additionally, games can educate while adjusting attitudes (Gee, 2008; Jones, 2008). For these reasons, this project designed a Digital Game-Based Learning (DGBL) prototype to teach about the basic human rights…

  15. Active-learning strategies: the use of a game to reinforce learning in nursing education. A case study.

    PubMed

    Boctor, Lisa

    2013-03-01

    The majority of nursing students are kinesthetic learners, preferring a hands-on, active approach to education. Research shows that active-learning strategies can increase student learning and satisfaction. This study looks at the use of one active-learning strategy, a Jeopardy-style game, 'Nursopardy', to reinforce Fundamentals of Nursing material, aiding in students' preparation for a standardized final exam. The game was created keeping students varied learning styles and the NCLEX blueprint in mind. The blueprint was used to create 5 categories, with 26 total questions. Student survey results, using a five-point Likert scale showed that they did find this learning method enjoyable and beneficial to learning. More research is recommended regarding learning outcomes, when using active-learning strategies, such as games. Copyright © 2012 Elsevier Ltd. All rights reserved.

  16. Gender and Cultural Differences in Game-Based Learning Experiences

    ERIC Educational Resources Information Center

    Lukosch, Heide; Kurapati, Shalini; Groen, Daan; Verbraeck, Alexander

    2017-01-01

    Games have been successfully used in educational settings for many years. Still, it is not known in detail which factors influence the use and effectiveness of educational games. The game environment, its technology, and other game mechanics are factors directly linked to the game itself. The player's experience with the subject of the game and/or…

  17. Learning English with "The Sims": Exploiting Authentic Computer Simulation Games for L2 Learning

    ERIC Educational Resources Information Center

    Ranalli, Jim

    2008-01-01

    With their realistic animation, complex scenarios and impressive interactivity, computer simulation games might be able to provide context-rich, cognitively engaging virtual environments for language learning. However, simulation games designed for L2 learners are in short supply. As an alternative, could games designed for the mass-market be…

  18. Passion Play: Will Wright and Games for Science Learning

    ERIC Educational Resources Information Center

    Ching, Dixie

    2012-01-01

    Researchers and instructional designers are exploring the possibilities of using video games to support STEM education in the U.S., not only because they are a popular media form among youth, but also because well-designed games often leverage the best features of inquiry learning. Those interested in using games in an educational capacity may…

  19. Student-Made Games to Learn the History of Mathematics

    ERIC Educational Resources Information Center

    Huntley, Mary Ann; Flores, Alfinio

    2011-01-01

    In this article, the authors describe how prospective secondary mathematics teachers designed their own adaptations of popular board and computer games to learn the history of mathematics. They begin the article by describing some of the games students designed and used, and follow this with a discussion of factors for successful use of games in…

  20. The Multivoicedness of Game Play: Exploring the Unfolding of a Student's Learning Trajectory in a Gaming Context at School

    ERIC Educational Resources Information Center

    Silseth, Kenneth

    2012-01-01

    The purpose of this article is to gain knowledge about how interactions in a gaming context become constituted as effective resources for a student's learning trajectory. In addition, this detailed study of a learning trajectory documents how a computer game becomes a learning resource for working on a specific topic in school. The article reports…