Rethinking the Library Game: Creating an Alternate Reality with Social Media
ERIC Educational Resources Information Center
Battles, Jason; Glenn, Valerie; Shedd, Lindley
2011-01-01
In recent years, libraries have made efforts to create games, often for the purpose of information literacy instruction. Games can provide an interactive alternative to traditional instruction by introducing research tools and resources while also teaching problem solving skills within a collaborative learning environment. Despite the benefits,…
ERIC Educational Resources Information Center
Chou, Mei-Ju
2017-01-01
There has been a growing awareness of the contribution of play to the young children's learning and development. This study aims to investigate the implement of board games play on children's aesthetic experience and interpersonal understanding in Montessori and Constructivist classrooms. With the underlying framework follows a developmentally…
ERIC Educational Resources Information Center
Zonderman, Jon
1982-01-01
The proliferation of personal computers in home/schools and use of computer chips in educational toys has led to a rethinking of ideas about education and fun, and ways the two can combine to provide youngsters with enjoyable and profitable learning experiences. Provides examples of commercially available computer-oriented educational toys/games.…
"Save Yourselves": an App to Improve Correct Behaviors in Earth Environmental Emergency
NASA Astrophysics Data System (ADS)
Maraffi, S.; Sacerdoti, F. M., Sr.
2017-12-01
Save yourselves is an App from the methodological experience of Learning on Gaming, accredited under a Ph.D. in "Teaching and Learning Processes in the Earth Sciences Education". The Ph.D. project belongs to the School of Science and Technology of Camerino University, Italy, and has developed until now on the application of Learning on Gaming to Digital Game Based Learning, through a Computer Class Role Playing Game (CCRPG). Learning on Gaming is a new teaching approach: to learn while playing, that is different from Edutainment, designed both to educate and entertain, and Gaming to Learn, which consists of playing a game without specific didactic to outcome knowledge. With Learning on Gaming the game "hides" didactic inside the game: this could improve learning processes and, at the same time, renew teaching competences of mentors. Adventure pathways of these CCRPG are focused on Earth Sciences and are interdisciplinary, multilanguage and they are a good example of innovative teaching. As a CCRPG spin-off, "Save Yourselves" is an App for Educators, Trainers, Teachers, Students, Self-Made People …, to know the earthquakes and volcanoes and strategies to reduce the risks associated with these phenomena. The App is intended to provide the most immediate and useful way to behave in the event of a geological emergency, with particular reference to volcanology emergency and seismic emergency. It can be used at school to optimize security education measures, but it can also be a game that is useful to rethink what has been learned. Teaching and educational goals: to know the danger associated with an eruption and the associated risk, to obtain awareness of alert levels and cautionary measures, to adopt correct behavior in case of earthquake. "Save yourselves" is for all ages, because there are versions of the activity for kindergarten, primary school and secondary school and it is multilingual. It takes advantage of Games, ICT (Information and Communication Technologies), Innovative Teaching, to activate digital, scientific and technical skills. It use a language more suitable to students to engage their curiosity and to obtain best outcomes.
Research Update. Rethinking Youth Sports.
ERIC Educational Resources Information Center
Ramsey, Georgianna; Rank, Bryan
1997-01-01
Youth sports need to defocus competitiveness and aggression and encourage cooperative games that involve cooperative efforts toward a goal and emphasize the process, not the outcome. This paper examines the New Games Movement, describes the benefits of cooperative games, presents examples of cooperative games, and notes the place for cooperative…
ERIC Educational Resources Information Center
Coffey, David C.; Richardson, Mary G.
2005-01-01
This article addresses misconceptions related to what makes an unfair game fair and describes from a personal perspective the process of discovering for oneself when a particular mathematical method works. (Contains 3 figures and 2 tables.)
The West, the Rest and the Knowledge Economy: A Game Worth Playing?
ERIC Educational Resources Information Center
Kostrykina, Svetlana; Lee, Kerry; Hope, John
2018-01-01
The unprecedented geopolitical and economic shifts across the world have triggered much debate over the re-thinking of internationalisation of higher education (IoHE). This article discusses how a deeper understanding of the knowledge economy paradigm contributes to re-thinking IoHE, and how it reshapes the relations between the west and the rest…
ERIC Educational Resources Information Center
Huh, Youn Jung
2017-01-01
This study explores young children's digital game play outside of the home as a means of surviving and thriving in modern spaces that limit young children's participation by looking at four digital game-playing three-year-old children. In this ethnographic study, critical theory is used to examine how modern public spaces (e.g., a grocery market,…
NASA Astrophysics Data System (ADS)
Granger, Jenna Christine
Part 1: Reverse-docking studies of a squaramide-catalyzed conjugate addition of a diketone to a nitro-olefin. Asymmetric organocatalysis, the catalysis of asymmetric reactions by small organic molecules, is a rapidly growing field within organic synthesis. The ability to rationally design organocatalysts is therefore of increasing interest to organic chemists. Computational chemistry is quickly proving to be an extremely successful method for understanding and predicting the roles of organocatalysts, and therefore is certain to be of use in the rational design of such catalysts. A methodology for reverse-docking flexible organocatalysts to rigid transition state models of asymmetric reactions has been previously developed by the Deslongchamps group. The investigation of Rawal's squaramide-based organocatalyst for the addition of a diketone to a nitro-olefin is described, and the results of the reverse docking of Rawal's catalyst to the geometry optimized transition state models of the uncatalyzed reaction for both the R and S-product enantiomers are presented. The results of this study indicate a preference for binding of the organocatalyst to the R-enantiomer transition state model with a predicted enantiomeric excess of 99%, which is consistent with the experimental results. A plausible geometric model of the transition state for the catalyzed reaction is also presented. The success of this study demonstrates the credibility of using reverse docking methods for the rational design of asymmetric organocatalysts. Part 2: The development of ChemSort: an educational game for organic chemistry. With the advent of the millennial learner, we need to rethink traditional classroom approaches to science learning in terms of goals, approaches, and assessments. Digital simulations and games hold much promise in support of this educational shift. Although the idea of using games for education is not a new one, well-designed computer-based "serious games" are only beginning to emerge as exceptional tools for helping learners understand concepts and processes. The use of computer games for learning college-level organic chemistry is still relatively unexplored and underrepresented within the realm of "serious gaming". In this section, ideas for games as a way for teaching and learning organic chemistry will be introduced and the development process of ChemSort, a web-based Flash game for learning college-level organic chemistry topics, will be outlined. ChemSort is a path-based game, in which the player, or in this case the learner, must match the chemical structures with their appropriate functional groups. At the end of this section a 4-level useable prototype of ChemSort will be unveiled.
Rethinking Readiness: Deeper Learning for College, Work, and Life
ERIC Educational Resources Information Center
Heller, Rafael, Ed.; Wolfe, Rebecca E.; Steinberg, Adria
2017-01-01
"Rethinking Readiness" offers a new set of competencies to replace the narrow learning goals of No Child Left Behind and, in chapters written by some of the nation's most well-respected education scholars, explores their implications for schools. Today's students must cultivate the full range of intellectual, interpersonal, and…
Education and Technology: Critical Perspectives, Possible Futures
ERIC Educational Resources Information Center
Kritt, David W., Ed.; Winegar, Lucien T., Ed.
2007-01-01
This book offers a truly learner-centered and learning-centered approach to educational technology. In substantial and interdisciplinary ways it carefully builds a foundation not just for rethinking the potential for technology in light of educational principles but, more importantly, rethinking teaching and learning in light of technology's…
Expanded Learning, Expansive Teacher Leadership
ERIC Educational Resources Information Center
Berry, Barnett; Hess, Frederick M.
2013-01-01
Extended learning opportunities have emerged as a useful way to rethink how schools are organized and funded. That includes reconsidering who teaches and how they go about their work. That effort should be guided by four key policy considerations and goals: 1. Reengineer the role of teacher. 2. Rethink K-12, higher education, and community-based…
ERIC Educational Resources Information Center
Crawford, Renée
2017-01-01
In an increasingly technologically driven world, there is proliferate discussion among education and government authorities about the necessity to rethink education in the twenty-first century. The evolution of technology and its pervasive influence on the needs and requirements of society is central to this mindset. Innovations in online…
Re-Thinking the "Thing" Sociomaterial Approaches to Understanding and Researching Learning in Work
ERIC Educational Resources Information Center
Fenwick, Tara
2010-01-01
Purpose: The purpose of this paper is to compare theoretical conceptions that reclaim and re-think material practice--"the thing" in the social and personal mix--specifically in terms of work activity and what is construed to be learning in that activity. Design/methodology/approach: The paper is theory-based. Three perspectives have been selected…
Mix It Up! Six Ways To Rethink Tired Summer Reading Programs.
ERIC Educational Resources Information Center
Barstow, Barbara; Markey, Penny
1997-01-01
Presents six ideas to improve public libraries' summer reading programs. Highlights include creating Web sites; marketing directly to parents rather than to schools through direct mail and collaborative promotion; statewide cooperative programs; the use of teen volunteers; scratch-off game cards; and off-site programs. (LRW)
Rethinking History with Simulations.
ERIC Educational Resources Information Center
Corbeil, Pierre
1988-01-01
Suggests that simulations and new technologies present new ways to look at historical questions. Discusses approaches from basic board game simulations to the use of artificial intelligence. States that educators must accept new technologies as instructional tools and that the concept of history must be modified to work with these tools. (GEA)
School Budget Hold'em Facilitator's Guide
ERIC Educational Resources Information Center
Education Resource Strategies, 2012
2012-01-01
"School Budget Hold'em" is a game designed to help school districts rethink their budgeting process. It evolved out of Education Resource Strategies' (ERS) experience working with large urban districts around the country. "School Budget Hold'em" offers a completely new approach--one that can turn the budgeting process into a long-term visioning…
Re-Thinking Power in Student Voice as Games of Truth: Dealing/Playing Your Hand
ERIC Educational Resources Information Center
Nelson, Emily
2017-01-01
Theorising power in student voice is contested terrain dominated by critical theory but challenged increasingly by post-structural approaches. Although critical approaches have suited the advocacy needed to establish student voice as worthy social justice work in this article I explore post-structural resources that more generatively account for…
Formulating Social Policy vis-a-vis Immigrants: Win-Win or Zero-Sum Game?
ERIC Educational Resources Information Center
Kissam, Ed
This paper examines the effectiveness of social services provided to Mexican immigrants in rural California. In addition, the paper offers recommendations for service delivery models and for rethinking the objectives of immigrant social policy. At the most basic level, current social program planning and associated analyses of policy options fail…
ERIC Educational Resources Information Center
Foley, Douglas E.
1991-01-01
Uses data from an ethnographic study of Mexicanos and Anglos in south Texas society and schools to formulate a performance perspective of cultural reproduction and resistance. Examines ethnic and class differences in classroom "making-out" games and the role of pop-culture practices among youth in reproducing class and gender inequities.…
Forming The Guild: Star Power and Rethinking Projective Identity in Affinity Spaces
ERIC Educational Resources Information Center
Ellcessor, Elizabeth; Duncan, Sean C.
2011-01-01
This paper expands on Gee's (2004) notion of "affinity spaces" by placing them in the context of games, media stars, and their fans and combining cultural studies and new literacies approaches. The Guild, a web series about the misadventures of MMOplayers, written by and starring actor, writer, producer, and gamer Felicia Day, is…
Rethinking Nutrition: Connecting Science and Practice in Early Childhood Settings, Revised Edition
ERIC Educational Resources Information Center
Nitzke, Susan; Riley, Dave; Ramminger, Ann; Jacobs, Georgine
2015-01-01
Nutrition has vital and long-lasting effects on children's development. Good nutrition helps children learn better and promotes lifelong healthy eating habits. Connecting current scientific research with best practices, "Rethinking Nutrition" provides information to help you meet and understand children's nutritional and developmental…
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…
Rethinking Composing in a Digital Age: Authoring Literate Identities through Multimodal Storytelling
ERIC Educational Resources Information Center
Vasudevan, Lalitha; Schultz, Katherine; Bateman, Jennifer
2010-01-01
In this article, the authors engage the theoretical lens of multimodality in rethinking the practices and processes of composing in classrooms. Specifically, they focus on how learning new composing practices led some fifth-grade students to author new literate identities--what they call authorial stances--in their classroom community. Their…
The Second Educational Revolution: Rethinking Education in the Age of Technology
ERIC Educational Resources Information Center
Collins, A.; Halverson, R.
2010-01-01
This paper drew upon a recent book ("Rethinking Education in the Age of Technology") to summarize a number of prospects and challenges arising from the appropriation of digital technology into learning and educational practice. Tensions between traditional models of schooling and the affordances of digital media were noted, while the promise of…
What's Love Got to Do with It? Rethinking Common Sense Assumptions
ERIC Educational Resources Information Center
Trachman, Matthew; Bluestone, Cheryl
2005-01-01
One of the most basic tasks in introductory social science classes is to get students to reexamine their common sense assumptions concerning human behavior. This article introduces a shared assignment developed for a learning community that paired an introductory sociology and psychology class. The assignment challenges students to rethink the…
The 3 R's of Learning Time: Rethink, Reshape, Reclaim
ERIC Educational Resources Information Center
Sackey, Shera Carter
2012-01-01
The Learning School Alliance is a network of schools collaborating about professional practice. The network embodies Learning Forward's purpose to advance effective job-embedded professional learning that leads to student outcomes. A key component of Learning Forward's Standards for Professional Learning is a focus on collaborative learning,…
Caution or Stasis: Using Research to Rethink Schools--Now
ERIC Educational Resources Information Center
Blodget, Alden
2016-01-01
In this article, Alden Blodget reflects on his more than 50 years of working in what he terms "the tragicomedy club of school reform," and suggests a need to rethink not just classroom teaching methods but the entire system. Blodget states that if the current system is built on faulty assumptions about learning, then there must be a…
Game Changers: The Quest to Rethink Institutional Roles and Functions at U.S. Community Colleges
ERIC Educational Resources Information Center
Woods, Bob
2014-01-01
When the 10 members of the American Association of Community College's (AACC's) 21st-Century Implementation Team 7 (nine of whom are community college presidents) sat down in 2013 to talk about reforming institutional roles and functions at the nation's two-year career and technical colleges, everyone in the room knew the work before them would be…
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…
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).…
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.
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…
ERIC Educational Resources Information Center
Moremen, Robin D.
2010-01-01
The purpose of this article is to document how a course in the fundamentals of sociology encouraged students to rethink negative impressions about people with AIDS. Multimethod, active learning processes were utilized to introduce the sociological imagination, critical thinking, and theory and methods in sociology. The intent was to apply basic…
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…
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…
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…
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…
Rethinking Health Professions Education through the Lens of Interprofessional Practice and Education
ERIC Educational Resources Information Center
Brandt, Barbara F.
2018-01-01
Using adult learning principles, health professions educators are well positioned to create interprofessional learning systems for collaborative, team-based practice in the transforming health-care system.
1994-01-01
place a burgeoning debate is emerging about the nature of the post-Cold War world and the de- sired American role in it. Against this background...be read as a contribution to a better understanding of these factors. This study was produced as part of the "Beyond Containment: U.S. National...Chapter Two RETHINKING STRATEGY: THE NATURE OF THE GAME AND U.S. INTERESTS ............................ 5 Chapter Three THE NEW POLITICAL
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.
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.
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,…
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…
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…
ERIC Educational Resources Information Center
Collins, Allan; Halverson, Richard
2009-01-01
The digital revolution has hit education, with more and more classrooms plugged into the whole wired world. But are schools making the most of new technologies? Are they tapping into the learning potential of today's Firefox/Facebook/cell phone generation? Have schools fallen through the crack of the digital divide? In "Rethinking Education in the…
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…
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…
Utilizing Virtual and Personal Learning Environments for Optimal Learning
ERIC Educational Resources Information Center
Terry, Krista, Ed.; Cheney, Amy, Ed.
2016-01-01
The integration of emerging technologies in higher education presents a new set of challenges and opportunities for educators. With a growing need for customized lesson plans in online education, educators are rethinking the design and development of their learning environments. "Utilizing Virtual and Personal Learning Environments for…
Working Memory in Children with Learning Disabilities: Rethinking the Criterion of Discrepancy
ERIC Educational Resources Information Center
Maehler, Claudia; Schuchardt, Kirsten
2011-01-01
The criterion of discrepancy is used to distinguish children with learning disorders from children with intellectual disabilities. The justification of the criterion of discrepancy for the diagnosis of learning disorders relies on the conviction of fundamental differences between children with learning difficulties with versus without discrepancy…
Using Education Diplomacy to Help 15 Learning Champions Rethink Educational Assessment
ERIC Educational Resources Information Center
Anderson, Kate
2018-01-01
Learning assessment is essential for education systems to provide quality and equitable education. Education partners, both national and international, are supporting education systems around the world in their efforts to develop and implement holistic learning assessment strategies and mechanisms. In many cases, examining how learning is being…
ERIC Educational Resources Information Center
Chatti, Mohamed Amine; Jarke, Matthias; Specht, Marcus
2010-01-01
Recognizing the failures of traditional Technology Enhanced Learning (TEL) initiatives to achieve performance improvement, we need to rethink how we design new TEL models that can respond to the learning requirements of the 21st century and mirror the characteristics of knowledge and learning which are fundamentally personal, social, distributed,…
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…
ERIC Educational Resources Information Center
Yang, Min
2008-01-01
This paper offers a critique of the Chinese philosophy of online distance learning as a means of building a lifelong learning society. Literature about lifelong learning and its implications for online distance learning is reviewed. Documents, reports and research papers are examined to explore the characteristics of the Chinese philosophy of…
Overcoming Resistance to New Ideas
ERIC Educational Resources Information Center
Powell, William; Kusuma-Powell, Ochan
2015-01-01
There are two types of challenges that adults face in their professional learning: technical and adaptive. Technical challenges simply require informational learning while adaptive challenges require transformational learning, which requires us to rethink our deeply held values, beliefs, assumptions, and even our professional identity. Adaptive…
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 set of games is found to be a necessary condition for deep learning (and transfer) across game classes. Paradoxically, superficial transfer of learning is shown to lead to better outcomes than deep transfer for a wide range of game classes. The simulation results corroborate important experimental findings with human subjects, and make several novel predictions that can be tested experimentally. PMID:25873855
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…
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…
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.…
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…
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…
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…
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…
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…
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…
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…
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…
ERIC Educational Resources Information Center
Glogger, Inga; Schwonke, Rolf; Holzapfel, Lars; Nuckles, Matthias; Renkl, Alexander
2012-01-01
Recently, there have been efforts to rethink assessment. Instead of informing about (relatively stable) learner characteristics, assessment should assist instruction by looking at the learning process, facilitating feedback about what students' next step in learning could be. Similarly, new forms of strategy assessment aim at capturing…
ERIC Educational Resources Information Center
Thomas, Gary
2013-01-01
A range of changes, in politics and economics internationally as well as in thought about learning and society, now make the time right for a re-think of inclusive education, a re-think that ceases to employ the constructs and cliches of the past in explaining students' difficulties at school. There exists new discourse on difference, which throws…
ERIC Educational Resources Information Center
AlFuqaha, Isam Najib
2013-01-01
This paper is a review of blended learning as a catalyst of optimizing the achievement of learning objectives. Blended learning forms an attempt to apply the right learning technologies to match the right personal learning styles to transfer the right skills to the right persons at the right times. The paper is about rethinking the teaching and…
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…
The Influence of Music Learning Cultures on the Construction of Teaching-Learning Conceptions
ERIC Educational Resources Information Center
Casas-Mas, Amalia; Pozo, Juan Ignacio; Montero, Ignacio
2014-01-01
Current research in music education tends to put the emphasis on learning processes outside formal academic contexts, both to rethink and to renew academic educational formats. Our aim is to observe and describe three music learning cultures simultaneously, including formal, non-formal and informal settings: Classical, Jazz and Flamenco,…
ERIC Educational Resources Information Center
Wei, Fang-Yi Flora; Wang, Y. Ken; Klausner, Michael
2012-01-01
This study investigated whether texting during class influences students' cognitive learning. A theoretical model was proposed to study the relationships among college students' self-regulation, texting during class, sustained attention to classroom learning, and cognitive learning (i.e., grade-oriented academic performance and experience-oriented…
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.
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
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…
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…
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…
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…
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…
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.…
Online Education and the Emotional Experience of the Teacher
ERIC Educational Resources Information Center
Cook, Judi Puritz
2018-01-01
This chapter examines the emotional experience of teachers who are designing courses for digital learning environments. Recommendations for gaining confidence and coping with the emotional stress of rethinking a course for online learning are addressed.
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…
Collins, Michael G.; Juvina, Ion; Gluck, Kevin A.
2016-01-01
When playing games of strategic interaction, such as iterated Prisoner's Dilemma and iterated Chicken Game, people exhibit specific within-game learning (e.g., learning a game's optimal outcome) as well as transfer of learning between games (e.g., a game's optimal outcome occurring at a higher proportion when played after another game). The reciprocal trust players develop during the first game is thought to mediate transfer of learning effects. Recently, a computational cognitive model using a novel trust mechanism has been shown to account for human behavior in both games, including the transfer between games. We present the results of a study in which we evaluate the model's a priori predictions of human learning and transfer in 16 different conditions. The model's predictive validity is compared against five model variants that lacked a trust mechanism. The results suggest that a trust mechanism is necessary to explain human behavior across multiple conditions, even when a human plays against a non-human agent. The addition of a trust mechanism to the other learning mechanisms within the cognitive architecture, such as sequence learning, instance-based learning, and utility learning, leads to better prediction of the empirical data. It is argued that computational cognitive modeling is a useful tool for studying trust development, calibration, and repair. PMID:26903892
Day-Black, Crystal; Merrill, Earline B; Konzelman, Lois; Williams, Tammie T; Hart, Natalie
2015-01-01
Serious games have "re-emerged" as innovative teaching-learning strategies that researchers have shown to be effective in improving student learning outcomes. "Serious games" refer to games that are driven by educational goals, not entertainment. The use of serious games as part of the teaching-learning experience in nursing education fits into the philosophy and strategies of active learning. The "digital" nursing student needs engagement, stimulation, realism, and entertainment not more readings and Powerpoint supplements in the classroom to support learning. Nursing faculty at a mid-Atlantic Historical Black College and University introduced "serious gaming" technology into a Community Health Nursing course by using two web-based gamed simulations, Outbreak at WatersEdge: A Public Health Discovery Game, and EnviroRisk. This innovation proved to be effective in reinforcing learning and improving student learning outcomes.
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.…
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…
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…
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.
Koivisto, Jaana-Maija; Multisilta, Jari; Niemi, Hannele; Katajisto, Jouko; Eriksson, Elina
2016-10-01
Clinical reasoning is viewed as a problem-solving activity; in games, players solve problems. To provide excellent patient care, nursing students must gain competence in clinical reasoning. Utilising gaming elements and virtual simulations may enhance learning of clinical reasoning. To investigate nursing students' experiences of learning clinical reasoning process by playing a 3D simulation game. Cross-sectional descriptive study. Thirteen gaming sessions at two universities of applied sciences in Finland. The prototype of the simulation game used in this study was single-player in format. The game mechanics were built around the clinical reasoning process. Nursing students from the surgical nursing course of autumn 2014 (N=166). Data were collected by means of an online questionnaire. In terms of the clinical reasoning process, students learned how to take action and collect information but were less successful in learning to establish goals for patient care or to evaluate the effectiveness of interventions. Learning of the different phases of clinical reasoning process was strongly positively correlated. The students described that they learned mainly to apply theoretical knowledge while playing. The results show that those who played digital games daily or occasionally felt that they learned clinical reasoning by playing the game more than those who did not play at all. Nursing students' experiences of learning the clinical reasoning process by playing a 3D simulation game showed that such games can be used successfully for learning. To ensure that students follow a systematic approach, the game mechanics need to be built around the clinical reasoning process. Copyright © 2016 Elsevier Ltd. All rights reserved.
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,…
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…
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…
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…
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…
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…
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…
Using What's Learned in the Game for Use in Real Life.
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.
Online Tutor 2.0: Methodologies and Case Studies for Successful Learning
ERIC Educational Resources Information Center
García-Peñalvo, Francisco José, Ed.; Seoane-Pardo, Antonio Miguel, Ed.
2014-01-01
After centuries of rethinking education and learning, the current theory is based on technology's approach to and affect on the planned interaction between knowledge trainers and trainees. "Online Tutor 2.0: Methodologies and Case Studies for Successful Learning" demonstrates, through the exposure of successful cases in online education…
Quasi-Communities: Rethinking Learning in Formal Adult and Vocational Education
ERIC Educational Resources Information Center
Emad, Gholam Reza; Roth, Wolff-Michael
2016-01-01
Situated learning theories such as communities of practice provide a rich conceptual framework for analyzing the processes by which newcomers become full participants in the communities they enter. However, some research shows that these concepts have shortcomings for theorizing learning in formal educational settings especially when it comes to…
Rethinking Classroom Observation
ERIC Educational Resources Information Center
Grimm, Emily Dolci; Kaufman, Trent; Doty, Dave
2014-01-01
If your professional learning seems stalled, maybe you could put yourself and your colleagues in the driver's seat of professional development. The authors describe a professional learning approach that gives teachers both a say in what they focus their learning on and a chance to practice and refine teaching strategies that they hope to…
The Way Ahead in Game-Based Learning
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
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…
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,…
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…
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…
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…
When Outbound Mobility Programs and Service Learning Align in Pre-Service Teacher Education
ERIC Educational Resources Information Center
Power, Anne; Truong, Son; Gray, Tonia; Downey, Greg; Hall, Tim; Jones, Benjamin
2017-01-01
This project sought to investigate the learning that comes about from the intersection of outbound mobility experience programs (OMEs) with service learning in pre-service teacher education settings. The aim of the program of international service learning in the case study was to encourage pre-service teachers to rethink potentially ethnocentric…
Rethinking Learning Disabilities: Understanding Children Who Struggle in School
ERIC Educational Resources Information Center
Waber, Deborah P.
2010-01-01
Experts have yet to reach consensus about what a learning disability is, how to determine if a child has one, and what to do about it. Leading researcher and clinician Deborah Waber offers an alternative to the prevailing view of learning disability as a problem contained within the child. Instead, she shows how learning difficulties are best…
ERIC Educational Resources Information Center
Zavala, Miguel
2016-01-01
While a science of design (and theory of learning) is certainly useful in design-based research, a participatory design research framework presents an opening for learning scientists to rethink design and learning as processes. Grounded in the autoethnographic investigation of a grassroots organization's design of a local campaign, the author…
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…
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…
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…
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…
We Are the Game Changers: An Open Gaming Literacy Programme
ERIC Educational Resources Information Center
Arnab, Sylvester; Morini, Luca; Green, Kate; Masters, Alex; Bellamy-Woods, Tyrone
2017-01-01
This paper discusses the first iteration of Game Changers Programme hosted by Coventry University's Disruptive Media Learning Lab (DMLL), an open game design initiative. The Programme had the goal of facilitating new models of teaching and learning, new practices in cross-faculty learning/ collaboration to make game design and development more…
Gaming Personality and Game Dynamics in Online Discussion Instructions
ERIC Educational Resources Information Center
Tu, Chih-Hsiung; Yen, Cherng-Jyh; Sujo-Montes, Laura; Roberts, Gayle A.
2015-01-01
Gamification is the use of game mechanics to drive game-like engagements and actions. It applies game mechanics, dynamics and frameworks to promote desired learning behaviours. Positive and effective gamification could enhance learning and engage learners in more social and context-rich decision-making for problem-solving in learning tasks.…
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.…
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…
Developing Competencies by Playing Digital Sports-Games
ERIC Educational Resources Information Center
Kretschmann, Rolf
2010-01-01
The idea of digital game-based learning (DGBL) is that students (or players) learn something by playing a computer or video game and that an educator can employ digital games to assist and boost both formal and informal learning. There is game software that is not specifically produced for educational use but which is nonetheless regularly…
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.…
Are Serious Games a Good Strategy for Pharmacy Education?
Cain, Jeff; Piascik, Peggy
2015-05-25
Serious gaming is the use of game principles for the purposes of learning, skill acquisition, and training. Higher education is beginning to incorporate serious gaming into curricula, and health professions education is the most common area for serious game use. Advantages of serious gaming in pharmacy education include authentic, situated learning without risk of patient consequences, collaborative learning, ability to challenge students of all performance levels, high student motivation with increased time on task, immediate feedback, ability to learn from mistakes without becoming discouraged, and potential for behavior and attitude change. Development of quality games for pharmacy education requires content expertise as well as expertise in the science and design of gaming. When well done, serious gaming provides a valuable additional tool for pharmacy education.
Learning in Discussion Forums: An Analysis of Knowledge Construction in a Gaming Affinity Space
ERIC Educational Resources Information Center
Davis, Don; Marone, Vittorio
2016-01-01
In the learning sciences and game studies communities, there has been an increasing interest in the potential of game-related "paratexts" and "surrounds" in supporting learning, such as online discussion forums and gaming affinity spaces. While there have been studies identifying how learning occurs in such communities, little…
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…
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.…
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…
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…
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…
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…
Changing the Game: What Happens when Video Games Enter the Classroom?
ERIC Educational Resources Information Center
Squire, Kurt
2005-01-01
Over the past few years, games have gone from social pariahs to the darlings of the media, technology, and now educational industries. E-learning educators in particular stand to learn a lot about building next-generation learning environments from games. While online courses are usually little more than "online course notes," games offer entire…
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…
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,…
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.…
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…
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…
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…
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…
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…
The Claims of Games: A Comprehensive Review and Directions for Future Research
ERIC Educational Resources Information Center
Mishra, Punya; Foster, Aroutis N.
2007-01-01
Educational games have become the lightning rod for learning and preparing a future skilled workforce. Both the people, who argue against and for games agree that learning is possible, but what is learned is another issue. However, the claims about games for learning lacks substantial research and for the most part remains merely philosophical…
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,…
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.
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…
Are Serious Games a Good Strategy for Pharmacy Education?
Cain, Jeff
2015-01-01
Serious gaming is the use of game principles for the purposes of learning, skill acquisition, and training. Higher education is beginning to incorporate serious gaming into curricula, and health professions education is the most common area for serious game use. Advantages of serious gaming in pharmacy education include authentic, situated learning without risk of patient consequences, collaborative learning, ability to challenge students of all performance levels, high student motivation with increased time on task, immediate feedback, ability to learn from mistakes without becoming discouraged, and potential for behavior and attitude change. Development of quality games for pharmacy education requires content expertise as well as expertise in the science and design of gaming. When well done, serious gaming provides a valuable additional tool for pharmacy education. PMID:26089556
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.
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…
Science Teachers' Perceptions of the Relationship Between Game Play and Inquiry Learning
NASA Astrophysics Data System (ADS)
Mezei, Jessica M.
The implementation of inquiry learning in American science classrooms remains a challenge. Teachers' perceptions of inquiry learning are predicated on their past educational experiences, which means outdated methods of learning may influence teachers' instructional approaches. In order to enhance their understanding and ultimately their implementation of inquiry learning, teachers need new and more relevant models. This study takes a preliminary step exploring the potential of game play as a valuable experience for science teachers. It has been proposed that game play and inquiry experiences can embody constructivist processes of learning, however there has been little work done with science teachers to systematically explore the relationship between the two. Game play may be an effective new model for teacher education and it is important to understand if and how teachers relate game playing experience and knowledge to inquiry. This study examined science teachers' game playing experiences and their perceptions of inquiry experiences and evaluated teacher's recognition of learning in both contexts. Data was collected through an online survey (N=246) and a series of follow-up interviews (N=29). Research questions guiding the study were: (1) What is the nature of the relationship between science teachers' game experience and their perceptions of inquiry? (2) How do teachers describe learning in and from game playing as compared with inquiry science learning? and (3) What is the range of similarities and differences teachers articulate between game play and inquiry experiences?. Results showed weak quantitative links between science teachers' game experiences and their perceptions of inquiry, but identified promising game variables such as belief in games as learning tools, game experiences, and playing a diverse set of games for future study. The qualitative data suggests that teachers made broad linkages in terms of parallels of both teaching and learning. Teachers 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.
ERIC Educational Resources Information Center
Tan, Esther; So, Hyo-Jeong
2015-01-01
This paper investigates the relationship between activity design and discourse on a mobile learning trail, considering the physical affordances of the real world platform in designing contextual learning experiences. We adopted a "context-oriented" and "process-oriented" pedagogical approach in designing the mobile learning…
Rethinking Professional Standards to Promote Professional Learning
ERIC Educational Resources Information Center
Forde, Christine; McMahon, Margery Anne; Hamilton, Gillian; Murray, Rosa
2016-01-01
This article explores some of the key issues that emerged in the revision of the professional standards in Scottish education. The revision of the professional standards was part of a wider project to build teacher professional learning in ways that had an impact on practice and on pupil learning. The article begins by examining the international…
Cognitive Profile of Neurofibromatosis Type 1: Rethinking Nonverbal Learning Disabilities
ERIC Educational Resources Information Center
Cutting, Laurie E.; Clements, Amy M.; Lightman, Andrea D.; Yerby-Hammack, Pamula D.; Denckla, Martha Bridge
2004-01-01
The cognitive profiles of children with Neurofibromatosis Type 1 (NF-1) have many similarities to those observed in learning disabilities in the general school population, as well as some distinct features. Approximately 30-65 percent of children with NF-1 have learning disabilities; most commonly, they have language and reading disabilities,…
Rotating Solids and Flipping Instruction
ERIC Educational Resources Information Center
Grypp, Lynette; Luebeck, Jennifer
2015-01-01
Technology is causing educators to rethink the entire notion of classroom learning, not only with respect to what learning should take place but also where it should take place. One such innovation is flipped instruction, broadly defined by Staker and Horn (2012) as an instructional model in which students learn partly through online delivery and…
Rethinking Active Learning in the Context of Japanese Higher Education
ERIC Educational Resources Information Center
Ito, Hiroshi
2017-01-01
This paper reconsiders active learning (AL) in the context of Japanese higher education. AL encourages students to actively engage with learning, enhancing their generic and employability skills. In Japan, AL has become increasingly popular but lacks a clear definition. AL proponents suggest that it is the use of instructional methods that…
ERIC Educational Resources Information Center
Rose, Miranda; Devonshire, Elizabeth
2004-01-01
This paper reports on an innovative use of online learning, within a distributed learning environment (DLE), to support students in an undergraduate programme in Indigenous health and community development to reflect on their experiences in professional placements. The professional practice curriculum at Yooroang Garang School of Indigenous Health…
ERIC Educational Resources Information Center
Center for Mental Health in Schools at UCLA, 2012
2012-01-01
imperative for policy makers to reverse trends toward lopsided cutbacks that decimate efforts to address factors interfering with learning and teaching. Furthermore, it is essential to move forward in more cost-effective ways by unifying student and learning supports and…
Recasting Distance Learning with Network-Enabled Open Education: An Interview with Vijay Kumar
ERIC Educational Resources Information Center
Morrison, James L.; Kumar, Vijay
2008-01-01
In an interview with James Morrison, "Innovate's" editor-in-chief, Vijay Kumar describes how rethinking distance learning as network-enabled open education can catalyze a whole new set of learning opportunities. The growing open-education movement has made an increasing number and variety of resources freely available online, including everything…
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.
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…
Learning outcomes in a simulation game for associate degree nursing students.
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.
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…
Simulation Games as Advance Organizers in the Learning of Social Science Materials. Experiments 1-3.
ERIC Educational Resources Information Center
Livingston, Samuel A.
Three classroom experiments were conducted using a simulation game, Trade and Develop, designed for classroom use with students in grade six through twelve economic geography classes. The hypotheses tested were: a simulation game will motivate students to learn subject matter related to the game, and, the game will facilitate learning by acting as…
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.…
Forum: The Lecture and Student Learning. What Is the Place of Lecture in Student Learning Today?
ERIC Educational Resources Information Center
Stearns, Susan
2017-01-01
The author of this brief forum article argues that it is time to encourage faculty members to rethink student learning: encourage the scholarship of teaching and expose faculty to key research articles about student learning. Then, building on this knowledge, the academy needs to offer assistance to faculty in designing student-centered…
Integrating Language and Content
ERIC Educational Resources Information Center
Nordmeyer, Jon, Ed.; Barduhn, Susan, Ed.
2010-01-01
The definition of "English language classroom" is changing. When students have the opportunity to learn content and language at the same time, disciplinary boundaries overlap. Teachers are rethinking how they design courses, plan lessons, assess students, and collaborate with colleagues to support student learning and facilitate their…
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…
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…
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,…
ERIC Educational Resources Information Center
Yusoff, Zarwina; Kamsin, Amirrudin; Shamshirband, Shahaboddin; Chronopoulos, Anthony T.
2018-01-01
A Computer game is the new platform in generating learning experiences for educational purposes. There are many educational games that have been used as an interaction design tool in a learning environment to enhance students learning outcomes. However, research also claims that playing video games can have a negative impact on student behavior,…
Effects of Character Voice-Over on Players' Engagement in a Digital Role-Playing Game Environment
ERIC Educational Resources Information Center
Byun, JaeHwan
2012-01-01
Learner engagement has been considered one of the keys that can lead learners to successful learning in a multimedia learning environment such as digital game-based learning. Regarding this point, game-based learning advocates (e.g., Gee, 2003; Prensky, 2001) have asserted that digital games have great potential to engage learners. Nonetheless,…
ERIC Educational Resources Information Center
Peppler, Kylie A.; Kafai, Yasmin B.
2007-01-01
In this paper we articulate an alternative approach to look at video games and learning to become a creator and contributor in the digital culture. Previous discussions have focused mostly on playing games and learning. Here, we discuss game making approaches and their benefits for illuminating game preferences and learning both software design…
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…
Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis.
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.
Digital Games, Design, and Learning
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
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.
Chaos in learning a simple two-person game
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
Social Learning in MMOG: An Activity Theoretical Perspective
ERIC Educational Resources Information Center
Ang, Chee Siang; Zaphiris, Panayiotis
2008-01-01
Purpose: Recently, researchers have begun investigating the learning process that occurs within computer games (learning to play), as opposed to studying games that support explicit learning for educational purposes (playing to learn). With the increasing popularity of massively multiplayer online games (MMOGs), some research has begun to look…
Musical Peddy-Paper: A Collaborative Learning Activity Suported by Augmented Reality
ERIC Educational Resources Information Center
Gomes, José Duarte Cardoso; Figueiredo, Mauro Jorge Guerreiro; Amante, Lúcia da Graça Cruz Domingues; Gomes, Cristina Maria Cardoso
2014-01-01
Gaming activities are an integral part of the human learning process, in particular for children. Game-based learning focuses on motivation and children's engagement towards learning. Educational game-based activities are becoming effective strategies to enhance the learning process. This paper presents an educational activity focusing to merge…
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…
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…
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…
Using Games to Creatively Enhance the Counselor Education Curriculum
ERIC Educational Resources Information Center
Swank, Jacqueline M.
2012-01-01
Utilizing games within the classroom may assist counselor educators with enhancing learning. Counselor educators may integrate games within the curriculum to assist students in learning and developing self-awareness and to assess knowledge and skills. This article describes the utilization of games within experiential-learning theory and presents…
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…
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…
ERIC Educational Resources Information Center
Miller, Lee Dee; Shell, Duane; Khandaker, Nobel; Soh, Leen-Kiat
2011-01-01
Computer games have long been used for teaching. Current reviews lack categorization and analysis using learning models which would help instructors assess the usefulness of computer games. We divide the use of games into two classes: game playing and game development. We discuss the Input-Process-Outcome (IPO) model for the learning process when…
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…
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…
Aligning Instruction and Assessment with Game and Simulation Design. CRESST Report 780
ERIC Educational Resources Information Center
Wainess, Richard; Koenig, Alan; Kerr, Deirdre
2011-01-01
Effective design of training-related games (games for training and/or assessment) requires synergy between the mechanisms for delivering instructional content and the mechanisms for learning game play and game functionality (Becker, 2006). The learning domain must be embedded as a core game mechanic: that is, the game cannot be advanced or won…
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…
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…
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…
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…
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…
Gulec, Ulas; Yilmaz, Murat
2016-01-01
Digital game-based learning environments provide emerging opportunities to overcome learning barriers by combining newly developed technologies and traditional game design. This study proposes a quantitative research approach supported by expert validation interviews to designing a game-based learning framework. The goal is to improve the learning experience and decision-making skills of soccer referees in Turkey. A serious game was developed and tested on a group of referees (N = 54). The assessment results of these referees were compared with two sample t-test and the Wilcoxon signed-ranked test for both the experimental group and the control group. The findings of the current study confirmed that a game-based learning environment has greater merit over the paper-based alternatives.
Computer Programming Games and Gender Oriented Cultural Forms
NASA Astrophysics Data System (ADS)
AlSulaiman, Sarah Abdulmalik
I present the design and evaluation of two games designed to help elementary and middle school students learn computer programming concepts. The first game was designed to be "gender neutral", aligning with might be described as a consensus opinion on best practices for computational learning environments. The second game, based on the cultural form of dress up dolls was deliberately designed to appeal to females. I recruited 70 participants in an international two-phase study to investigate the relationship between games, gender, attitudes towards computer programming, and learning. My findings suggest that while the two games were equally effective in terms of learning outcomes, I saw differences in motivation between players of the two games. Specifically, participants who reported a preference for female- oriented games were more motivated to learn about computer programming when they played a game that they perceived as designed for females. In addition, I describe how the two games seemed to encourage different types of social activity between players in a classroom setting. Based on these results, I reflect on the strategy of exclusively designing games and activities as "gender neutral", and suggest that employing cultural forms, including gendered ones, may help create a more productive experience for learners.
ERIC Educational Resources Information Center
Kersh, Natasha
2015-01-01
This paper focuses on the notion of the learning space at work and discusses the extent to which its different configurations allow employees to exercise personal agency within a range of learning spaces. Although the learning space at work is already the subject of extensive research, the continuous development of the learning society and the…
Designing Serious Game Interventions for Individuals with Autism.
Whyte, Elisabeth M; Smyth, Joshua M; Scherf, K Suzanne
2015-12-01
The design of "Serious games" that use game components (e.g., storyline, long-term goals, rewards) to create engaging learning experiences has increased in recent years. We examine of the core principles of serious game design and examine the current use of these principles in computer-based interventions for individuals with autism. Participants who undergo these computer-based interventions often show little evidence of the ability to generalize such learning to novel, everyday social communicative interactions. This lack of generalized learning may result, in part, from the limited use of fundamental elements of serious game design that are known to maximize learning. We suggest that future computer-based interventions should consider the full range of serious game design principles that promote generalization of learning.
Rethinking Flexible Learning in a Distributed Learning Environment: A University-Wide Initiative
ERIC Educational Resources Information Center
Phillips, Rob; Cummings, Rick; Lowe, Kate; Jonas-Dwyer, Diana
2004-01-01
This paper is a case study of the impact of ICT on the teaching and learning environment at Murdoch University in Perth, Western Australia, where the convergence of distance and campus-based education is changing the teaching environment in ways impossible prior to the development of ICT. Specifically, the paper will explore issues which have…
Weaving RIE with "Te Whariki": Re-Thinking Family Involvement in Assessment of Learning Dispositions
ERIC Educational Resources Information Center
Cooper, Maria; Hedges, Helen; Dixon, Helen
2014-01-01
Families play important roles in children's learning. Yet, teachers' values and beliefs may sway how families may participate in assessment of their child's learning within early childhood education. This paper reports on a qualitative case study in a New Zealand early childhood setting that explored teachers' views about involving families in…
El Silencio: A Rural Community of Learners and Media Creators
ERIC Educational Resources Information Center
Urrea, Claudia
2010-01-01
A one-to-one learning environment, where each participating student and the teacher use a laptop computer, provides an invaluable opportunity for rethinking learning and studying the ways in which children can program computers and learn to think about their own thinking styles and become epistemologists. This article presents a study done in a…
International Service-Learning: Rethinking the Role of Emotions
ERIC Educational Resources Information Center
Larsen, Marianne A.
2017-01-01
Existing research on international service-learning (ISL) only implicitly alludes to emotions or considers emotions as a limited vehicle through which the more important work of learning occurs. This study set out to shift this focus on emotions to show how emotions are an integral part of the overall ISL experience. The aim was to understand how…
ERIC Educational Resources Information Center
Boylan, Mark; Coldwell, Mike; Maxwell, Bronwen; Jordan, Julie
2018-01-01
One approach to designing, researching or evaluating professional learning experiences is to use models of learning processes. Here we analyse and critique five significant contemporary analytical models: three variations on path models, proposed by Guskey, by Desimone and by Clarke and Hollingsworth; a model using a systemic conceptualisation of…
Operation ARA: A Computerized Learning Game that Teaches Critical Thinking and Scientific Reasoning
ERIC Educational Resources Information Center
Halpern, Diane F.; Millis, Keith; Graesser, Arthur C.; Butler, Heather; Forsyth, Carol; Cai, Zhiqiang
2012-01-01
Operation ARA (Acquiring Research Acumen) is a computerized learning game that teaches critical thinking and scientific reasoning. It is a valuable learning tool that utilizes principles from the science of learning and serious computer games. Students learn the skills of scientific reasoning by engaging in interactive dialogs with avatars. They…
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…
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.
Cracking the Code of Electronic Games: Some Lessons for Educators
ERIC Educational Resources Information Center
Alexander, Gadi; Eaton, Isabelle; Egan, Kieran
2010-01-01
Background/Context: Students' ready engagement in electronic games and the relative ease with which they sometimes learn complex rules have intrigued some educators and learning researchers. There has been growing interest in studying electronic gaming with the aim of trying to work out how learning principles that are evident in games can be…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
ERIC Educational Resources Information Center
Loiseau, Mathieu; Hallal, Racha; Ballot, Pauline; Gazidedja, Ada
2016-01-01
In this paper, we present a learning game designed according to a strategy focusing on favouring the learners' "playful attitude". The game's modalities pertain to what we might call "guessing games". The chosen avatar of such guessing games both exists as learning and Commercial Off The Shelf (COTS) board games. We explain in…
Fissler, Patrick; Kolassa, Iris-Tatjana; Schrader, Claudia
2015-01-01
Educational games link the motivational nature of games with learning of knowledge and skills. Here, we go beyond effects on these learning outcomes. We review two lines of evidence which indicate the currently unexplored potential of educational games to promote brain health: First, gaming with specific neurocognitive demands (e.g., executive control), and second, educational learning experiences (e.g., studying foreign languages) improve brain health markers. These markers include cognitive ability, brain function, and brain structure. As educational games allow the combination of specific neurocognitive demands with educational learning experiences, they seem to be optimally suited for promoting brain health. We propose a neurocognitive approach to reveal this unexplored potential of educational games in future research.
Defining Learning Space in a Serious Game in Terms of Operative and Resultant Actions
NASA Technical Reports Server (NTRS)
Martin, Michael W.; Shen, Yuzhong
2012-01-01
This paper explores the distinction between operative and resultant actions in games, and proposes that the learning space created by a serious game is a function of these actions. Further, it suggests a possible relationship between these actions and the forms of cognitive load imposed upon the game player. Association of specific types of cognitive load with respective forms of actions in game mechanics also presents some heuristics for integrating learning content into serious games. Research indicates that different balances of these types of actions are more suitable for novice or experienced learners. By examining these relationships, we can develop a few basic principles of game design which have an increased potential to promote positive learning outcomes.
Fissler, Patrick; Kolassa, Iris-Tatjana; Schrader, Claudia
2015-01-01
Educational games link the motivational nature of games with learning of knowledge and skills. Here, we go beyond effects on these learning outcomes. We review two lines of evidence which indicate the currently unexplored potential of educational games to promote brain health: First, gaming with specific neurocognitive demands (e.g., executive control), and second, educational learning experiences (e.g., studying foreign languages) improve brain health markers. These markers include cognitive ability, brain function, and brain structure. As educational games allow the combination of specific neurocognitive demands with educational learning experiences, they seem to be optimally suited for promoting brain health. We propose a neurocognitive approach to reveal this unexplored potential of educational games in future research. PMID:26257697
Using Tutors to Improve Educational Games: A Cognitive Game for Policy Argument
ERIC Educational Resources Information Center
Easterday, Matthew W.; Aleven, Vincent; Scheines, Richard; Carver, Sharon M.
2017-01-01
How might we balance assistance and penalties to intelligent tutors and educational games that increase learning and interest? We created two versions of an educational game for learning policy argumentation called Policy World. The game (only) version provided minimal feedback and penalized students for errors whereas the game+tutor version…
Seriously Considering Design in Educational Games
ERIC Educational Resources Information Center
Gaydos, Matthew
2015-01-01
Research suggests that well-designed games can be good for learning under the right conditions. How such games are designed remains poorly understood, as studies have focused more on "whether" games can produce learning than on how such games work or how they can be reliably developed. That is, though the design of a game is considered…
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,…
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 verbal ones.
Learning from number board games: you learn what you encode.
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.
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 experiences. In addition to creating a unique educational product, our efforts are intended to inform the broader understanding of the key elements of a successful STEM-based game experience at an ISEI. Which characteristics of the ISEI environment (e.g., age and cultural diversity, limited time of engagement) are conducive or inhibitive to learning via digital gaming? 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 and assessment results to date, and discuss the potential benefits and challenges to interactive gaming as a tool to support STEM literacy at ISEIs.
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.
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 between students who were more successful navigating supports from the game, the teacher, and the peer and higher gain scores from pre- to posttest. However, students with a lot of prior game experience that found the game to be easy without much assistance did not do as well from pre- to posttest as they did not need as much assistance from the game to do well and therefore missed out on important physics connections to impulse, force, and vectors. However, those students with little prior game experience did not find game scaffolds as useful and did not do as well from pre- to posttest without significant teacher and peer support to bolster or supplant the game's intended scaffolding. Implications for educators, educational game designers, and games in science education researchers are presented. It is argued that teachers must find ways to extract those scaffolds from the game which are easy to miss or require failure to activate so that all students, even those who find the game easy, are exposed to the intended learning in the game. Ideally, game designers are encouraged to find new ways to present scaffolds such that players of any ability can benefit from the connections from the game to physics.
Encountering Pedagogy through Relational Art Practices
ERIC Educational Resources Information Center
Irwin, Rita L.; O'Donoghue, Donal
2012-01-01
Two artists involved in "socially engaged art" practice were invited to work with art education teacher candidates and instructors in an effort to rethink notions of teaching, learning and art. We initiated this residency, which we called "The Summerhill Residency", to examine how learning encounters might create environments…
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…
ERIC Educational Resources Information Center
Goh, Shu Li
2016-01-01
The rapid progress of technology has revolutionized learning and in the field of computer assisted language learning, the use of digital games has expanded significantly. One type of game that has been attracting interest is massively multiplayer online role-playing games (henceforth MMORPGs). Recent research has drawn attention to the potential…
Applying an Experiential Learning Model to the Teaching of Gateway Strategy Board Games
ERIC Educational Resources Information Center
Sato, Aiko; de Haan, Jonathan
2016-01-01
The board game hobby has rapidly grown and evolved in recent years, but most of the non-digital games lack tips and tutorials and remain difficult to learn and teach effectively. In this project, we integrated a popular hobbyist approach to teaching modern strategy games with classical experiential learning elements (i.e., demonstration,…
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…
The Impact of Adventure Video Games on Foreign Language Learning and the Perceptions of Learners
ERIC Educational Resources Information Center
Chen, Hao-Jan Howard; Yang, Ting-Yu Christine
2013-01-01
Several researchers have highlighted the potential of applying adventure video games in second language acquisition; however, few studies have investigated the impact of adventure games on foreign language learning. This study aimed to examine the effects of a commercial adventure video game on foreign language learning and learners' perceptions…
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,…
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…
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…
Game Play: What Does It Mean for Pedagogy to Think Like a Game Developer?
ERIC Educational Resources Information Center
Pill, Shane
2014-01-01
What could a sport coach or sport teacher within physical education learn from digital game design and the way digital games capture, sustain, and maintain children's attention? Would the physical education learning experience be different if physical educators designed and enacted sport teaching by attempting to accommodate the learning needs and…
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…
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…
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,…
What Can Video Games Teach Us about Teaching Reading?
ERIC Educational Resources Information Center
Compton-Lilly, Catherine
2007-01-01
James Gee has suggested that video games can teach us important lessons about learning and that we can learn about teaching from these games. Reading research and the words of the author's daughter are the basis of an exploration of the learning principles Gee identifies. He explains that video games are successful in engaging children and…
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…
ERIC Educational Resources Information Center
Kinnebrew John S.; Killingsworth, Stephen S.; Clark, Douglas B.; Biswas, Gautam; Sengupta, Pratim; Minstrell, James; Martinez-Garza, Mario; Krinks, Kara
2017-01-01
Digital games can make unique and powerful contributions to K-12 science education, but much of that potential remains unrealized. Research evaluating games for learning still relies primarily on pre- and post-test data, which limits possible insights into more complex interactions between game design features, gameplay, and formal assessment.…
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…
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,…
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.…
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…
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,…
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…
Learning by gaming - evaluation of an online game for children.
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.
Learning historical heritage with a serious game: a user study of Heerlen Roman bathhouse
NASA Astrophysics Data System (ADS)
Qi, Wen
2015-03-01
The advances of computer games have shown their potentials for developing edutainment content and services. Current cultural heritages often make use of games in order to complement existing presentations, to create a memorable exhibition. It offers opportunities to reorganize and conceptualize historical, cultural and technological information or knowledge about the exhibits. To demonstrate the benefits of serious games in terms of facilitating the learning activities, we designed a video game about the Heerlen Roman bathhouse heritage. This paper explains the design considerations of this Roman bathhouse game, with a particular focus on the link between game play and learning. In addition, we have carried out a user study to observe and measure the learning effects of this game. Both quantitative and qualitative data are collected to analyze the performance of the learners. The results have shown that this game indeed can help learners understand the important historical facts and the related knowledge of the heritage being studied. Further directions include converting the first-person game into a third-person or multiple players' game.
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 doubled the number of exhibited instances of critical thinking between games. Players in the first group exhibited about a third more instances of metacognition between games, while players in the second group doubled such instances. Between games, players in both groups more than doubled the number of exhibited instances of using earthquake engineering content knowledge. The student-players expanded use of scientific argumentation for all game-based learning checklist categories. With empirical evidence, I conclude play and learning can connect for successful 21 st century STEM education.
Lesson Plan--Online Games to Teach Vocabulary to Young Learners
ERIC Educational Resources Information Center
Okaz, Abeer Ali
2014-01-01
This article describes how teachers can use online learning games to enhance young learners' language skill learning. Children love all sorts of games, therefore, implementing games (particularly online ones) are a useful aspect of lessons. Games are an indispensable tool while teaching, especially if employed effectively. The online activities…
When Seeing Is Better than Doing: Preschoolers' Transfer of STEM Skills Using Touchscreen Games.
Schroeder, Elizabeth L; Kirkorian, Heather L
2016-01-01
The purpose of this study was to examine the extent to which character familiarity and game interactivity moderate preschoolers' learning and transfer from digital games. The games were based on a popular television show and designed to test skills related to STEM (science, technology, engineering, mathematics): numerical cognition (quantity of different sets) and knowledge of a biological concept (growth). Preschoolers (3.0-5.5 years, N = 44) were assigned to play one game and watch a recording of an experimenter playing the other game. Learning was assessed during pre-test and post-test using screenshots from the game. Transfer was assessed using modified screenshots (near) and real-life objects (far). Familiarity was assessed by asking children to identify the television characters and program. Findings indicate that the effectiveness of the games varied by age and condition: younger children learned from the quantity game, but only when they watched (rather than played) the game. They did not transfer this information in either condition. Conversely, older children learned from the growth game regardless of whether they played or watched. However, older children only demonstrated far transfer if they watched (rather than played) the growth game. Thus, preschoolers may benefit more by watching a video than by playing a game if the game is cognitively demanding, perhaps because making decisions while playing the game increases cognitive load. Character familiarity did not predict learning, perhaps because there was little overlap between the lessons presented in the television program and game. Findings from the current study highlight the need for more research into educational games and applications designed for preschoolers in order to establish whether, how, and for whom screen media can be educationally valuable.
When Seeing Is Better than Doing: Preschoolers’ Transfer of STEM Skills Using Touchscreen Games
Schroeder, Elizabeth L.; Kirkorian, Heather L.
2016-01-01
The purpose of this study was to examine the extent to which character familiarity and game interactivity moderate preschoolers’ learning and transfer from digital games. The games were based on a popular television show and designed to test skills related to STEM (science, technology, engineering, mathematics): numerical cognition (quantity of different sets) and knowledge of a biological concept (growth). Preschoolers (3.0–5.5 years, N = 44) were assigned to play one game and watch a recording of an experimenter playing the other game. Learning was assessed during pre-test and post-test using screenshots from the game. Transfer was assessed using modified screenshots (near) and real-life objects (far). Familiarity was assessed by asking children to identify the television characters and program. Findings indicate that the effectiveness of the games varied by age and condition: younger children learned from the quantity game, but only when they watched (rather than played) the game. They did not transfer this information in either condition. Conversely, older children learned from the growth game regardless of whether they played or watched. However, older children only demonstrated far transfer if they watched (rather than played) the growth game. Thus, preschoolers may benefit more by watching a video than by playing a game if the game is cognitively demanding, perhaps because making decisions while playing the game increases cognitive load. Character familiarity did not predict learning, perhaps because there was little overlap between the lessons presented in the television program and game. Findings from the current study highlight the need for more research into educational games and applications designed for preschoolers in order to establish whether, how, and for whom screen media can be educationally valuable. PMID:27679590
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.
Learning versus Education: Rethinking Learning in Anangu Schools
ERIC Educational Resources Information Center
Osborne, Sam
2013-01-01
In the remote schooling context, much recent media attention has been directed to issues of poor attendance, low attainment rates of minimal benchmarks in literacy and numeracy, poor retention and the virtual absence of transitions from school to work. The Australian government's recent "Gonski review" ("Review of Funding for…
Rethinking Chemistry: A Learning Progression on Chemical Thinking
ERIC Educational Resources Information Center
Sevian, Hannah; Talanquer, Vicente
2014-01-01
Dominant educational approaches in chemistry focus on the learning of somewhat isolated concepts and ideas about chemical substances and reactions. Reform efforts often seek to engage students in the generation of knowledge through the investigation of chemical phenomena, with emphasis on the development and application of models to build causal…
ERIC Educational Resources Information Center
Hinchliffe, Geoff
2006-01-01
The current dominant concept of lifelong learning has arisen from the pressures of globalisation, economic change and the needs of the "knowledge economy". Its importance is not disputed in this paper. However, its proponents often advocate it in a form which places unrealistic demands on the individual without at the same time addressing their…
Reorganizing Primary Classroom Learning.
ERIC Educational Resources Information Center
Hastings, Nigel; Wood, Karen Chantrey
This book addresses the issue of classroom organization in primary education, explaining evidence that it asserts should prompt primary schools to re-think the contexts in which children are expected to concentrate and learn. New ways of arranging classrooms are illustrated through case studies of teachers who take a flexible and strategic…
ERIC Educational Resources Information Center
Byrnes, Heidi, Ed.; Maxim, Hiram H., Ed.
This book includes the following chapters: "Literacy and Advanced Foreign Language Learning: Rethinking he Curriculum" (Richard G. Kern); "A Template for Advanced Learner Tasks: Staging Genre Reading and Cultural Literacy Through the Precis" (Janet Swaffar); "Fostering Advanced L2 Literacy: A Genre-Based, Cognitive…
New Blueprints for K-12 Schools
ERIC Educational Resources Information Center
Kearns, Larry
2017-01-01
Blended Learning uses school time in a unique way, combining online instruction with traditional methods and giving students more agency over how, when, and where they learn. That third variable, the "where," calls for some serious rethinking of how school space is organized and deployed. Design either supports or frustrates a school's…
Rethinking Transfer: Learning from CALL Teacher Education as Consequential Transition
ERIC Educational Resources Information Center
Chao, Chin-chi
2015-01-01
Behind CALL teacher education (CTE) there is an unproblematized consensus of transfer, which suggests a positivist and tool-centered view of learning gains that differs from the sociocultural focus of recent teacher education research. Drawing on Beach's (2003) conceptualization of transfer as "consequential transition," this qualitative…
Rethinking Early Learning and Development Standards in the Ugandan Context
ERIC Educational Resources Information Center
Ejuu, Godfrey
2013-01-01
Concerns that the African child is being tailored to be a "global child," alongside other homogenizing and dominating projections, such as early learning and development standards (ELDS), have increased. African communities need to be assured that global standards and global indicators will not further homogenize nations and thereby risk…
Expanding Learning Opportunities with Transmedia Practices: "Inanimate Alice" as an Exemplar
ERIC Educational Resources Information Center
Fleming, Laura
2013-01-01
The proliferation of digital and networking technologies enables us to rethink, restructure, and redefine teaching and learning. Transmedia storytelling takes advantage of the rapid convergence of media and allows teachers and learners to participate in rich virtual (and physical) environments that have been shown to foster students' real…
Rethinking Postsecondary Remediation: Exploring an Experiential Learning Approach to College Writing
ERIC Educational Resources Information Center
Relles, Stefani R.
2016-01-01
This article contributes to the national discourse on college readiness and postsecondary remediation reform. It discusses an experiential learning model of writing remediation as an alternative to traditional basic skills instruction. Such a model may be practical to support the degree completion rates of underprepared writers whose…
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.
Quest to Learn: Developing the School for Digital Kids
ERIC Educational Resources Information Center
Salen, Katie; Torres, Robert; Wolozin, Loretta; Rufo-Tepper, Rebecca; Shapiro, Arana
2011-01-01
Quest to Learn, an innovative school for grades 6 to 12 in New York City, grew out of the idea that gaming and game design offer a promising new paradigm for curriculum and learning. The designers of Quest to Learn developed an approach to learning that draws from what games do best: drop kids into inquiry-based, complex problem spaces that are…
ERIC Educational Resources Information Center
Wainess, Richard; Kerr, Deirdre; Koenig, Alan
2011-01-01
One of the reasons why commercial video games are popular is that they effectively teach players how to play the game--in many cases as the player plays the game itself. This paper focuses on how to effectively integrate teaching "how to play a game" with teaching an "instructional domain" within a game for learning. By analyzing more than 30…
Enhancing learning: A comparison of lecture and gaming outcomes.
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.
A Revision of Learning and Teaching = Revision del aprender y del ensenar.
ERIC Educational Resources Information Center
Reggini, Horace C.
1983-01-01
This review of the findings of recent cognitive science research pertaining to learning and teaching focuses on how science and mathematics are being taught, analyzes how the presence of the computer demonstrates a need for radical rethinking of both the theory and the practice of learning, and points out that if educators fail to consider the…
Towards a Disruptive Pedagogy: Changing Classroom Practice with Technologies and Digital Content
ERIC Educational Resources Information Center
Hedberg, John G.
2011-01-01
Over the past 40 years, the goal of using technologies within learning and teaching processes has always been the incorporation of more effective practices and strategies to redefine the task of learning. Some authors claim that the exercise is not working; other authors beseech us to rethink learning processes to the extent that we are dealing…
ERIC Educational Resources Information Center
Arthur, Deborah Smith; Newton-Calvert, Zapoura
2015-01-01
Given the design of Portland State University's (PSU) undergraduate curriculum culminating in a capstone experience, the dramatic growth in online courses and online enrollments required a re-thinking of the capstone model to ensure all students could participate in this effective learning model and have a powerful learning experience. In recent…
ERIC Educational Resources Information Center
de Barros, Ana Paula Rodrigues Magalhães; Simmt, Elaine; Maltempi, Marcus Vinicius
2017-01-01
The use of technological resources has the potential to make viable new and less traditional methodologies of teaching that take into account student differences. Blended learning can be a way to rethink classes so that students have more freedom in their processes of learning. The goal of this article is to understand a blended 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…
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…
ERIC Educational Resources Information Center
Loiseau, Mathieu; Cervini, Cristiana; Ceccherelli, Andrea; Masperi, Monica; Salomoni, Paola; Roccetti, Marco; Valva, Antonella; Bianco, Francesca
2016-01-01
In this paper, we present two versions of a learning game developed respectively at the Grenoble Alpes and Bologna University. This research focuses on a digital game aimed at favouring the learners' "playful attitude" and harnessing it towards "accuracy" aspects of language learning (lexicon and morphology, here). The game,…
User Experience Design of History Game: An Analysis Review and Evaluation Study for Malaysia Context
ERIC Educational Resources Information Center
Wong, Seng Yue; Ghavifekr, Simin
2018-01-01
User experience (UX) and user interface design of an educational game are important in enhancing and sustaining the utilisation of Game Based Learning (GBL) in learning history. Thus, this article provides a detailed literature review on history learning problems, as well as previous studies on user experience in game design. Future studies on…
The Magic Bullet: A Tool for Assessing and Evaluating Learning Potential in Games
ERIC Educational Resources Information Center
Becker, Katrin
2011-01-01
This paper outlines a simple and effective model that can be used to evaluate and design educational digital games. It also facilitates the formulation of strategies for using existing games in learning contexts. The model categorizes game goals and learning objectives into one or more of four possible categories. An overview of the model is…
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,…
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…
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…
ERIC Educational Resources Information Center
Barclay, Paul A.; Bowers, Clint
2018-01-01
Serious Educational Video Games (SEGs) play a large role in education for both children and adults. However, the budget for SEGs is typically lower than traditional entertainment video games, bringing with it the need to optimize the learning experience. This article looks at the role game immersion plays in improving learning outcomes, using the…
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…
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…
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…
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…
"World of Warcraft" and the Impact of Game Culture and "Play" in an Undergraduate Game Design Course
ERIC Educational Resources Information Center
Dickey, Michele D.
2011-01-01
During the past two decades, digital games have become an increasingly popular source of study for academics, educational researchers and instructional designers. Much has been written about the potential of games for teaching and learning, both in the design of educational/serious games and the implementation of off-the-shelf games for learning.…
ERIC Educational Resources Information Center
Cavanaugh, Cathy; Sessums, Christopher; Drexler, Wendy
2015-01-01
This essay is a call for rethinking our approach to research in digital learning. It plots a path founded in social trends and advances in education. A brief review of these trends and advances is followed by discussion of what flattened research might look like at scale. Scaling research in digital learning is crucial to advancing understanding…
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…
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…
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…
Application-Driven Educational Game to Assist Young Children in Learning English Vocabulary
ERIC Educational Resources Information Center
Chen, Zhi-Hong; Lee, Shu-Yu
2018-01-01
This paper describes the development of an educational game, named My-Pet-Shop, to enhance young children's learning of English vocabulary. The educational game is underpinned by an application-driven model, which consists of three components: application scenario, subject learning, and learning regulation. An empirical study is further conducted…
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…
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%).
Constructionist Gaming: Understanding the Benefits of Making Games for Learning.
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.
Constructionist Gaming: Understanding the Benefits of Making Games for Learning
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
Using a Digital Game as an Advance Organizer
ERIC Educational Resources Information Center
Denham, André R.
2018-01-01
The use of digital games as an instructional tool has garnered increasing attention in the education community. Empirical work supported by theory on the learning affordances of digital games allowed the game-based learning community to arrive at the consensus that digital games provide an excellent medium for the acquisition of skills and the…
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…
Integrating an Educational Game in Moodle LMS
ERIC Educational Resources Information Center
Minovic, Miroslav; Milovanovic, Milos; Minovic, Jelena; Starcevic, Dusan
2012-01-01
The authors present a learning platform based on a computer game. Learning games combine two industries: education and entertainment, which is often called "Edutainment." The game is realized as a strategic game (similar to Risk[TM]), implemented as a module for Moodle CMS, utilizing Java Applet technology. Moodle is an open-source course…
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…
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…
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…
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…
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…
Digital Games, Design, and Learning: A Systematic Review and Meta-Analysis
ERIC Educational Resources Information Center
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…
"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…
Toward a Taxonomy Linking Game Attributes to Learning: An Empirical Study
ERIC Educational Resources Information Center
Bedwell, Wendy L.; Pavlas, Davin; Heyne, Kyle; Lazzara, Elizabeth H.; Salas, Eduardo
2012-01-01
The serious games community is moving toward research focusing on direct comparisons between learning outcomes of serious games and those of more traditional training methods. Such comparisons are difficult, however, due to the lack of a consistent taxonomy of game attributes for serious games. Without a clear understanding of what truly…
Fjællingsdal, Kristoffer S; Klöckner, Christian A
2017-01-01
Based on a thorough review of psychological literature, this article seeks to develop a model of game enjoyment and environmental learning (ENvironmental EDucational Game Enjoyment Model, ENED-GEM) and delineate psychological processes that might facilitate learning and inspire behavioral change from educational games about the environment. A critically acclaimed digital educational game about environmental issues (Fate of the World by Red Redemption/Soothsayer Games) was used as a case study. Two hundred forty-nine reviews of the game from the popular gaming and reviewing platform known as Steam were analyzed by means of a thematic content analysis in order to identify key player enjoyment factors believed to be relevant to the process of learning from games, as well as to gain an understanding of positive and negative impressions about the game's general content. The end results of the thematic analysis were measured up to the suggested ENED-GEM framework. Initial results generally support the main elements of the ENED-GEM, and future research into the importance of these individual core factors is outlined.
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.
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…
For the Love of the Game: Game- Versus Lecture-Based Learning With Generation Z Patients.
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.
Decentralized indirect methods for learning automata games.
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.
ERIC Educational Resources Information Center
Tsekleves, Emmanuel; Cosmas, John; Aggoun, Amar
2016-01-01
Serious games and game-based learning have received increased attention in recent years as an adjunct to teaching and learning material. This has been well echoed in the literature with numerous articles on the use of games and game theory in education. Despite this, no policy for the incorporation of serious games in education exists to date.…
ERIC Educational Resources Information Center
Stewart, Phillip Michael, Jr.
2013-01-01
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…
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…
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…
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…
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…
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…
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…
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!…
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…
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…
Learner-Centred Pedagogy for Swim Coaching: A Complex Learning Theory-Informed Approach
ERIC Educational Resources Information Center
Light, Richard
2014-01-01
While constructivist theories of learning have been widely drawn on to understand and explain learning in games when using game-based approaches their use to inform pedagogy beyond games is limited. In particular, there has been little interest in applying constructivist perspectives on learning to sports in which technique is of prime importance.…
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…
The Role of Perceptions of Friendships and Peers in Learning Skills in Physical Education
ERIC Educational Resources Information Center
Koekoek, Jeroen; Knoppers, Annelies
2015-01-01
Background: Most research on how children learn when using the Teaching Games for Understanding (TGfU) approach has focused on cognitive dimensions in teaching games models. A social constructivist perspective suggests, however, that learning also takes place during social interactions. Since the process of learning game skills tends to have a…
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…
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…
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
Co-Located Collaborative Learning Video Game with Single Display Groupware
ERIC Educational Resources Information Center
Infante, Cristian; Weitz, Juan; Reyes, Tomas; Nussbaum, Miguel; Gomez, Florencia; Radovic, Darinka
2010-01-01
Role Game is a co-located CSCL video game played by three students sitting at one machine sharing a single screen, each with their own input device. Inspired by video console games, Role Game enables students to learn by doing, acquiring social abilities and mastering subject matter in a context of co-located collaboration. After describing the…
Learning in Video Game Affinity Spaces. New Literacies and Digital Epistemologies. Volume 51
ERIC Educational Resources Information Center
Hayes, Elisabeth R., Ed.; Duncan, Sean C., Ed.
2012-01-01
As video games have become an important economic and cultural force, scholars are increasingly trying to better understand the ways that engagement with games may drive learning, literacy, and social participation in the twenty-first century. In this book, the authors consider games and just as importantly, the social interactions around games,…
Press Play for Learning: A Framework to Guide Serious Computer Game Use in the Classroom
ERIC Educational Resources Information Center
Southgate, Erica; Budd, Janene; Smith, Shamus
2017-01-01
Computer gaming is a global phenomenon and there has been rapid growth in "serious" games for learning. An emergent body of evidence demonstrates how serious games can be used in primary and secondary school classrooms. Despite the popularity of serious games and their pedagogical potential, there are few specialised frameworks to guide…
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…
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"…
Testing the Effectiveness of Mathematical Games as a Pedagogical Tool for Children's Learning
ERIC Educational Resources Information Center
Bragg, Leicha A.
2012-01-01
In an effort to engage children in mathematics learning, many primary teachers use mathematical games and activities. Games have been employed for drill and practice, warm-up activities and rewards. The effectiveness of games as a pedagogical tool requires further examination if games are to be employed for the teaching of mathematical concepts.…
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…
ERIC Educational Resources Information Center
Ypsilanti, Antonia; Vivas, Ana B.; Räisänen, Teppo; Viitala, Matti; Ijäs, Tuula; Ropes, Donald
2014-01-01
Aging diversity in organizations creates potential challenges, particularly for knowledge management, skills update and skills obsolescence. Intergenerational learning (IGL) involves knowledge building, innovation and knowledge transfer between generations within an organization (Ropes 2011). Serious games refer to the use of computer games in…
Linking Pedagogical Theory of Computer Games to their Usability
ERIC Educational Resources Information Center
Ang, Chee Siang; Avni, Einav; Zaphiris, Panayiotis
2008-01-01
This article reviews a range of literature of computer games and learning theories and attempts to establish a link between them by proposing a typology of games which we use as a new usability measure for the development of guidelines for game-based learning. First, we examine game literature in order to understand the key elements that…
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…
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.
Improving physics instruction by analyzing video games
NASA Astrophysics Data System (ADS)
Beatty, Ian D.
2013-01-01
Video games can be very powerful teaching systems, and game designers have become adept at optimizing player engagement while scaffolding development of complex skills and situated knowledge. One implication is that we might create games to teach physics. Another, which I explore here, is that we might learn to improve classroom physics instruction by studying effective games. James Gee, in his book What Video Games Have to Teach Us About Learning and Literacy (2007), articulates 36 principles that make good video games highly effective as learning environments. In this theoretical work, I identify 16 themes running through Gee's principles, and explore how these themes and Gee's principles could be applied to the design of an on-campus physics course. I argue that the process pushes us to confront aspects of learning that physics instructors and even physics education researchers generally neglect, and suggest some novel ideas for course design.
Designed for Learning: A Case Study in Rethinking Teaching and Learning for a Large First Year Class
ERIC Educational Resources Information Center
Goldacre, Lisa; Bolt, Susan; Lambiris, Michael
2013-01-01
This paper presents a case study in which the principles of scholarship were applied to designing an approach to learning suitable for large classes. While this case study describes an Australian first year Business Law unit, the findings presented in this paper would be relevant to a wide range of teachers faced with large enrollments in first…
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…
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…
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)
The Enactive Roots of STEM: Rethinking Educational Design in Mathematics
ERIC Educational Resources Information Center
Hutto, Daniel D.; Kirchhoff, Michael D.; Abrahamson, Dor
2015-01-01
New and radically reformative thinking about the enactive and embodied basis of cognition holds out the promise of moving forward age-old debates about whether we learn and how we learn. The radical enactive, embodied view of cognition (REC) poses a direct, and unmitigated, challenge to the trademark assumptions of traditional cognitivist theories…
ERIC Educational Resources Information Center
Anderson, Vivienne
2014-01-01
In an era of unprecedented student mobility, increasingly diverse student populations in many national contexts, and globally interconnected environmental and social concerns, there is an urgent need to find new ways of thinking about teaching and learning. Static assumptions about so-called "Western" versus "non-Western"…
Too Big to Fail: Rethinking Group Work in a Restructured Middle School
ERIC Educational Resources Information Center
Horn, Brian R.
2012-01-01
Utilizing critical and sociocultural approaches to teaching and learning, this article presents data from seven middle grade students at a Title I school regarding their experiences in a student-constructed learning group. Findings reveal students' desires and abilities to constructively participate in work with others that runs contrary to common…
ERIC Educational Resources Information Center
Williams, Stewart
2008-01-01
Recent disasters have been of such scale and complexity that both the common assumptions made about learning from them, and the traditional approaches distinguishing natural from technological disasters (and now terrorism) are thus challenged. Beck's risk thesis likewise signals the need for a paradigmatic change. Despite sociological inflections…
Learning with the City via Enchantment: Photo-Walks as Creative Encounters
ERIC Educational Resources Information Center
Pyyry, Noora
2016-01-01
In this paper, I approach learning as a process of rethinking the world that happens via the surprising experience of "enchantment." This process becomes possible by dwelling, that is, by forming meaningful multisensory engagements with one's surroundings. I present my arguments by discussing photo-walks that students conducted in…
Sketching Up New Geographies: Open Sourcing and Curriculum Development
ERIC Educational Resources Information Center
Boyd, William; Ellis, David
2013-01-01
The functionality of web 2.0 technologies has caused academics to rethink their development of teaching and learning methods and approaches. The editable, open access nature of web 2.0 encourages the innovative collaboration of ideas, the creation of equitable visual and tactile learning environments, and opportunity for academics to develop…
Organising Learning: Informal Workplace Learning in a Trade Union Child-Care Campaign
ERIC Educational Resources Information Center
Brown, Tony
2008-01-01
Purpose: Trade unions, like many other membership-based social movement organisations, are confronted by the challenge of growth and revitalisation. Declining membership numbers, an increasingly restrictive legislative framework, and dramatic changes in modes of employment have combined to challenge many unions to rethink the way they work. In…
Kolb's Experiential Learning Theory and Its Application in Geography in Higher Education.
ERIC Educational Resources Information Center
Healey, Mick; Jenkins, Alan
2000-01-01
Describes David Kolb's experiential learning theory focusing on the main features of his theory. Applies Kolb's theory to the teaching of geography addressing ideas such as teaching how theories of gender explain aspects of suburbia, teaching a field course, and encouraging staff to rethink their teaching style. Include references. (CMK)
Reenvisioning Teaching and Learning: Opportunities for Campus IT
ERIC Educational Resources Information Center
Brown, Malcolm
2014-01-01
The pressure on higher education to become more innovative and effective with respect to its teaching and learning (T&L) mission is unceasing. Institutions are challenged to rethink how they perform this core mission. The campus IT organization, always of strategic importance, can become a key partner and facilitator in that process. Its…
ERIC Educational Resources Information Center
Cotterill, Stewart T.
2015-01-01
The development of effective learning environments in higher education (HE) appears to become increasingly prioritised by HE institutions. This approach reflects an increasingly "consumer" focused student body, and HE attempt to further quantify the quality of their products. However, all too often attempts to build more effective…
Rethinking Schools as Learning Organisations.
ERIC Educational Resources Information Center
O'Sullivan, Fergus
For 2 decades, schools in the United Kingdom and in western economies in general have experienced rapid change. Many schools, however, look less like learning organizations today than they did before the introduction of the Education Reform Act in 1988. This paper reports on an ongoing series of case studies of school improvement that developed…
Horses for Courses: Exploring the Limits of Leadership Development through Equine-Assisted Learning
ERIC Educational Resources Information Center
Kelly, Simon
2014-01-01
This article draws on insights taken from Lacanian psychoanalysis to rethink and resituate notions of the self and subjectivity within the theory and practice of experiential leadership development. Adopting an autoethnographic approach, it describes the author's own experience as a participant in a program of equine-assisted learning or…
ERIC Educational Resources Information Center
Li, Zhen
2016-01-01
The contextualized nature of learning with technology is widely acknowledged in research, but there remains a lack of sound social theorization to conceptualize and understand this contextualization. Giddens' structuration theory has been proposed as an appropriate tool for analysing and understanding human interactions with technologies. Drawing…
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.
Differential Effects of Music and Video Gaming During Breaks on Auditory and Visual Learning.
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.
Experimenting with Educational Games using the Xbox, PC, and iPad
NASA Astrophysics Data System (ADS)
Rohrlick, D.; Kilb, D. L.; Peach, C. L.; Simms, E.; Yang, A.; Layman, C.; Deutscher, R.
2012-12-01
Daniel Rohrlick, Alan Yang, Eric Simms, Debi Kilb, Cheryl Peach, Charina Layman, Rebecca Deutscher 1. Scripps Institution of Oceanography, La Jolla, CA, USA 2. Harvard University Center for the Environment, Cambridge, MA, USA 3. Birch Aquarium at Scripps, La Jolla, CA, USA 4. The Lawrence Hall of Science, University of California Berkeley, Berkeley, CA, USA As videogames continue to grow in popularity, especially with today's youth, it is becoming clear that gaming can be a potent learning tool. But what is the best way to engage a player in learning from a videogame? Based on our five years of developing and testing our own educational games, we experimented with various forms of gaming techniques and player interaction. Our first game, "Deep-sea Extreme Environment Pilot (DEEP)", is an Xbox 360 game where players learn about deep-sea environments while controlling a Remotely Operated Vehicle (ROV). DEEP is a "traditional" videogame where players interact with a controller and a TV screen. The second game we developed for the PC is called the "Quake Catcher Network (QCN)" game. With the gameplay focused on earth sciences, players must quickly deploy seismic sensors to record aftershocks from a large earthquake. Instead of using a game controller to play the QCN game, we instead incorporate the Microsoft Kinect motion sensor for the game input. Finally, the "Glider Game" is our third and most recent game designed for use on the mobile device platform such as iPods and iPads. In this game players control ocean gliders and must complete missions while battling ocean currents, power consumption, and other unanticipated problems. Here, the gameplay is aimed toward the casual gamer using touch-screen based controls in the hope that players can easily pick up and play this game with little gaming experience. After testing our games numerous times in museums, informal science learning centers, and classrooms we have been able to track qualitatively which educational gaming techniques work and which do not. We have discovered how simple concepts such as audio queues and voice-overs play a powerful role in obtaining and holding a player's attention. We have also found having the learning goals built into the gameplay is often more effective than directly quizzing the player's knowledge. By adding surprises to the gameplay, a game does a better job keeping the player's attention. Also, presenting non-traditional physical interactions with the game through motion controls or touch-screens help spur the player's interest. The duration of the game is another important factor. Depending on how much interactivity there is available to the player, the game's duration can either lead to overwhelming frustration if too short, or repetitive boredom if the game is too long. Overall, we find one of the most important parts of the learning gaming experience is making sure players are having fun while learning. After creating our games on various formats and software suites, we are working toward understanding the efficacy of our gaming approaches in not only holding players interest, but also in achieving specific learning goals related to the science behind the gameplay. We hope to encourage educators to view educational games as a useful addition to the range of approaches they use to engage students in science. Perhaps this can even motivate some educators to create their own games.
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…
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…
ERIC Educational Resources Information Center
Machajewski, Szymon
2017-01-01
Schools are to prepare students for success. However, they often villainize failure. Instead, schools should teach students how to fail fast and safely in order to learn and to allow innovation through vulnerability. The lessons that the gaming culture has for learning will define future strategies of teaching and learning. Games are sometimes…
A Video Game for Learning Brain Evolution: A Resource or a Strategy?
ERIC Educational Resources Information Center
Barbosa Gomez, Luisa Fernanda; Bohorquez Sotelo, Maria Cristina; Roja Higuera, Naydu Shirley; Rodriguez Mendoza, Brigitte Julieth
2016-01-01
Learning resources are part of the educational process of students. However, how video games act as learning resources in a population that has not selected the virtual formation as their main methodology? The aim of this study was to identify the influence of a video game in the learning process of brain evolution. For this purpose, the opinions…
Co-Evolution of Mobile Language Learning: Going Global with Games Consoles in Higher Education
ERIC Educational Resources Information Center
Hemmi, Akiko; Narumi-Munro, Fumiko; Alexander, Wilma; Parker, Helen; Yamauchi, Yoko
2014-01-01
Game consoles have been adopted as a learning platform in school education. However, there is a scarcity of studies examining the utility of games consoles with built-in WiFi as affordable learning platforms in universities. This paper contributes to knowledge about the capacity of the Nintendo DSi to create new learning spaces mediated and…
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…
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…
Fjællingsdal, Kristoffer S.; Klöckner, Christian A.
2017-01-01
Based on a thorough review of psychological literature, this article seeks to develop a model of game enjoyment and environmental learning (ENvironmental EDucational Game Enjoyment Model, ENED-GEM) and delineate psychological processes that might facilitate learning and inspire behavioral change from educational games about the environment. A critically acclaimed digital educational game about environmental issues (Fate of the World by Red Redemption/Soothsayer Games) was used as a case study. Two hundred forty-nine reviews of the game from the popular gaming and reviewing platform known as Steam were analyzed by means of a thematic content analysis in order to identify key player enjoyment factors believed to be relevant to the process of learning from games, as well as to gain an understanding of positive and negative impressions about the game’s general content. The end results of the thematic analysis were measured up to the suggested ENED-GEM framework. Initial results generally support the main elements of the ENED-GEM, and future research into the importance of these individual core factors is outlined. PMID:28701988
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 in the overall game. Although this board game activity was designed for high school students, it could easily be adapted for all K-12 levels as an interactive, informative and successful way of teaching students about climate literacy.
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…
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…
An Exploratory Review of Design Principles in Constructivist Gaming Learning Environments
ERIC Educational Resources Information Center
Rosario, Roberto A. Munoz; Widmeyer, George R.
2009-01-01
Creating a design theory for Constructivist Gaming Learning Environment necessitates, among other things, the establishment of design principles. These principles have the potential to help designers produce games, where users achieve higher levels of learning. This paper focuses on twelve design principles: Probing, Distributed, Multiple Routes,…
Digital Games: Changing Education, One Raid at a Time
ERIC Educational Resources Information Center
Pivec, Paul; Pivec, Maja
2011-01-01
Digital Games are becoming a new form of interactive content and game playing provides an interactive and collaborative platform for learning purposes. Collaborative learning allows participants to produce new ideas as well as to exchange information, simplify problems, and resolve the tasks. Context based collaborative learning method is based on…
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…
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…
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.
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.
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 performance, as well as test anxiety, significantly affected their learning outcomes, whereas other motivational subscales were statistically nonsignificant. Electronic games implemented through social networking sites appear to effectively enhance users' mental health literacy.
ERIC Educational Resources Information Center
Lui, Richard W. C.; Au, Cheuk Hang
2018-01-01
This article describes how different literatures have suggested the positive role of educational games in students' learning, but it can be hard to find an existing game for student learning. Some lecturers may try to develop a game for their courses, but there were not many effective models for educational board game development. The authors have…
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…
ERIC Educational Resources Information Center
Charsky, Dennis; Ressler, William
2011-01-01
Does using a computer game improve students' motivation to learn classroom material? The current study examined students' motivation to learn history concepts while playing a commercial, off-the-shelf computer game, Civilization III. The study examined the effect of using conceptual scaffolds to accompany game play. Students from three ninth-grade…
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…
ERIC Educational Resources Information Center
Wendel, Viktor; Krepp, Stefan; Gutjahr, Michael Oliver; Göbel, Stefan; Steinmetz, Ralf
2015-01-01
In collaborative learning scenarios, the role of the instructor is vital. This aspect directly carries over to the concept of collaborative multiplayer Serious Games, where a group of players is learning together using a Serious Game. In this paper, the authors propose a novel approach for integration and support of instructors in collaborative…
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,…
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…
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.
NASA Astrophysics Data System (ADS)
Campos, Helena; Moreira, Rute
2016-04-01
This article is based on an experiment using the game 'Caminhando e Calculando' (Moving and Calculating) in order to analyse the potential of the game as an educational resource for the teaching and learning of mathematics in Portuguese middle schools, where most students are 10 or 11 years old. Students' data obtained during the games will be used to analyse the different options used for solving the game, identifying its potential and its weaknesses. We start with a theoretical analysis of games as an inherent element of human culture. Combining our innate desire for fun with the different types of teaching and learning styles allows for fun and knowledge to be combined into more efficient and meaningful types of knowledge. Playing games are a primordial aspect of what it means to be a child and they develop within a motivating environment; therefore, not to take advantage of games as a learning resource would be to neglect an important asset. With regard to mathematics, emphasis will be given to the advantages that this teaching and learning tool provides for certain mathematical processes, such as problem-solving.
Stegall-Zanation, Jennifer; Dupuis, Robert E.
2007-01-01
Objective To develop classroom games as alternatives to traditional pharmacokinetic instruction. Design Three classroom games were created for the following purposes: simple semester review, application of pharmacokinetics in a community-pharmacy setting, and development of critical thinking skills and concept application. All the games incorporated some degree of group activity. Assessment A survey was conducted of students' attitudes towards the incorporation of games into the classroom. A comparison of final examination scores to scores from the previous year was used to determine whether incorporating games hindered learning. Conclusions Overall, students found the games enjoyable, but some students questioned how much they learned. Although the games appeared to have a positive impact on grades and incorporated more than just factual, book knowledge (eg, critical thinking skills), determining how these games improved learning will require further assessment. PMID:17533430
Game on: The gamification of the pharmacy classroom.
Sera, Leah; Wheeler, Erin
Gamification is the use of game mechanics to promote engagement and enjoyment of problem-solving in non-game situations. Gamification has been used widely in recent years in industry and academia as a tool for training and education. The aims of this paper are to provide an overview of gamification and digital game-based learning (DGBL), review the use of digital games in health professional education, and provide suggestions for future use in pharmacy curricula. Many examples of game-based learning in pharmacy and other health professional curricula have been published, however the body of literature on DGBL is less developed. Overall, evaluations of these techniques show that students find them engaging and enjoyable. A recent meta-analysis of studies comparing DGBL to non-game based learning in primary, secondary, post-secondary education found that DGBL significantly enhances learning. Challenges to implementing game-based learning are financial, cultural, and technological. Many areas of the pharmacy curriculum could be appropriate for digital gamification. With more students entering pharmacy school familiar with video games and game-based living the time has come for pharmacy educators to explore how these instructional technologies could benefit a new generation of pharmacy students. As serious games are developed and researched in pharmacy curricula, test scores, student confidence in knowledge and skills, and retention of knowledge and skills are all outcomes that, if published, will help advance the adoption of DGBL into the pharmacy school classroom. Copyright © 2016 Elsevier Inc. All rights reserved.
ENGAGE: A Game Based Learning and Problem Solving Framework
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
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,…
Towards Architecture for Pedagogical and Game Scenarios Adaptation in Serious Games
ERIC Educational Resources Information Center
Debabi, Wassila; Champagnat, Ronan
2017-01-01
Serious games seem to be a promising alternative to traditional practices for learning. Recently, their use in computer science education and learning programming became more widespread. Actually, many students in programming courses have difficulties to master all required competencies and skills especially at introductory level and games have…
Sleep for Kids: Games and Puzzles
Games and Puzzles These games and puzzles can help you learn more about sleep! Learn about sleep with this fun crossword puzzle! Test your memory ... can't sleep? • dreams • • bring out the stars • games and puzzles • pj bear booklet • • home • about us • ...
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…
Yokoi's Theory of Lateral Innovation: Applications for Learning Game Design
ERIC Educational Resources Information Center
Warren, Scott J.; Jones, Greg
2008-01-01
There are several major challenges for instructional designers seeking to design learning games. These include the lack of access, the cost of rapidly advancing/expensive technology tools that make developing games uneconomical, the institutional time constraints limiting game use, and the concerns that schools lack sufficiently robust computer…
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…
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.
ERIC Educational Resources Information Center
Ebrahimzadeh, Mohsen; Alavi, Sepideh
2016-01-01
The present study examined e-learning enjoyment to see if it could predict high school students' vocabulary learning through a digital video game. Furthermore, the difference between those who played and those who watched the game was assessed. Participants of the study were male, high school, EFL students (N = 136, age 12-18) randomly assigned to…
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…
Science education as/for participation in the community
NASA Astrophysics Data System (ADS)
Roth, Wolff-Michael; Lee, Stuart
2004-03-01
In this paper, we take up and advance the project of rethinking scientific literacy by Eisenhart, Finkel, and Marion (American Educational Research Journal, 1996, 33, 261-295). As part of a project of rethinking science education, we advance three propositions. First, because society is built on division of labor, not everybody needs to know the same basic sets of concepts; it is more important to allow the emergence of scientific literacy as a collective property. Second, scientific knowledge ought not to be privileged in democratic collective decision making but ought to be one of many resources. Third, rethinking science education as and for participation in community life sets up the potential for lifelong participation in and learning of science-related issues. To show the viability of these propositions, we provide a case study based on a 3-year, multisite ethnographic research project as part of which we investigated science in the community. Framing our work in terms of activity theory, we provide descriptions of science in a local middle school, where students learn science while participating in a community effort to contribute to the knowledge base about a local creek. The children's activities are continuous with those of adults concerned about environmental health. In this way, rather than preparing for life after school, science education allows students to participate in legitimate ways in community life and therefore provides a starting point for uninterrupted lifelong learning across the presently existing boundary separating formal schooling from everyday life outside schools.
``GodMode is his video game name'': situating learning and identity in structures of social practice
NASA Astrophysics Data System (ADS)
Bricker, Leah A.; Bell, Philip
2012-12-01
In this paper, we report on the structural nexus of one youth's gaming practices across contexts and over time. We utilize data from an ethnography of youth science and technology learning, as well as expertise development, across settings and developmental time. We use Ole Dreier's theory of persons to understand how this youth is able to develop considerable gaming expertise. Additionally, we explicate the learning practices embedded in the structural nexus of this youth's gaming and we examine associated issues of learning and identity. We problematize the lack of continuity between his formal schooling experiences and the structural nexus of his gaming practices as situated in a variety of other contexts and we reflect on the implications for the design of STEM gaming experiences in formal school environments.
Bringing your a-game: Educational gaming for student success.
Strickland, Haley P; Kaylor, Sara K
2016-05-01
The purpose of this article is to describe the theoretical basis for the integration of gaming in nursing education and discuss aspects related to the implementation of "The Race for Nursing Student Success" game. This game was designed for 112 junior-level baccalaureate nursing students enrolled in a fundamentals nursing course. Students were divided into groups of 5-8 and rotated through ten specific learning activities that took place in various locations throughout the nursing building. Student and faculty feedback indicated positive responses to this instructional strategy and also promoted a learner-centered teaching environment. This learning activity supports the use of educational gaming as a means to develop learner-centered environments that provide experiential experiences, enhance learning, and stimulate interest, and motivation for students to learn. Copyright © 2016 Elsevier Ltd. All rights reserved.
Diaz-Orueta, Unai; Facal, David; Nap, Henk Herman; Ranga, Myrto-Maria
2012-04-01
Learning digital games can influence both older adults' health condition and their capacity to carry on activities in their actual environment. The goal of the current study was to explore and define the user requirements for developing digital learning games for older Europeans, focusing on types of learning games, motivational and social aspects, and preferences on game controllers. For this initial stage, a qualitative focus group study was performed in three participating countries (Spain, The Netherlands, and Greece) where both games existing in the market and others developed in other European Commission projects like HERMES were presented to them, both on video presentations and also with the possibility to actually test some of them. Challenge, socialization, fun, providing learning opportunities, and escape from daily routine were extracted as the main keys why older people would be interested in playing digital games. Users described themselves as active and participating in many leisure activities, and this level of activity appeared to be related with the contents proposed for digital games, such as physical activity, culture, arts, and other human sciences (history, geography, traveling, foreign languages, music), and daily life skills (cooking, computer use, first aid). The knowledge gathered from the focus groups will be used as input for the design of a learning game that will be largely compatible with the needs and abilities of a wide range of older Europeans.
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.
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…
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…
A Study on Exploiting Commercial Digital Games into School Context
ERIC Educational Resources Information Center
Panoutsopoulos, Hercules; Sampson, Demetrios G.
2012-01-01
Digital game-based learning is a research field within the context of technology-enhanced learning that has attracted significant research interest. Commercial off-the-shelf digital games have the potential to provide concrete learning experiences and allow for drawing links between abstract concepts and real-world situations. The aim of this…
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…
ERIC Educational Resources Information Center
Conrad, Shawn; Clarke-Midura, Jody; Klopfer, Eric
2014-01-01
Educational games offer an opportunity to engage and inspire students to take interest in science, technology, engineering, and mathematical (STEM) subjects. Unobtrusive learning assessment techniques coupled with machine learning algorithms can be utilized to record students' in-game actions and formulate a model of the students' knowledge…
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…
The Effect of Simulation Games on the Learning of Computational Problem Solving
ERIC Educational Resources Information Center
Liu, Chen-Chung; Cheng, Yuan-Bang; Huang, Chia-Wen
2011-01-01
Simulation games are now increasingly applied to many subject domains as they allow students to engage in discovery processes, and may facilitate a flow learning experience. However, the relationship between learning experiences and problem solving strategies in simulation games still remains unclear in the literature. This study, thus, analyzed…
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…
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…
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…
Mobile Learning with a Mobile Game: Design and Motivational Effects
ERIC Educational Resources Information Center
Schwabe, Gerhard; Goth, Christoph
2005-01-01
Mobile technologies offer the opportunity to embed learning in a natural environment. This paper describes the design of the MobileGame prototype, exploring the opportunities to support learning through an orientation game in a university setting. The paper first introduces the scenario and then describes the general architecture of the prototype.…
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…
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…
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…
ERIC Educational Resources Information Center
Scoresby, Jon; Shelton, Brett E.
2011-01-01
The mis-categorizing of cognitive states involved in learning within virtual environments has complicated instructional technology research. Further, most educational computer game research does not account for how learning activity is influenced by factors of game content and differences in viewing perspectives. This study is a qualitative…
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…
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…
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…
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…
ERIC Educational Resources Information Center
Orense, Adrian; Decena, Berlyn Anne; Feria, Rommel
2013-01-01
Kinesthetic learning, one of the VAK learning styles, is now also being adapted by different gaming consoles and platforms. This paper presents Salapiggy, a two-part kinesthetic educational Sifteo game that has both a tutorial on money and sorting game. It is localized in the Philippines and uses Filipino as the User Interface Language and the…
ERIC Educational Resources Information Center
Rahman, Azman Ab.; Sahrir, Muhammad Sabri; Zainuddin, Nurkhamimi; Khafidz, Hasanah Abd.
2018-01-01
Board games have become one of the useful tools in teaching and learning. Many instructors and educators have chosen to use board games to enhance the way of delivering course contents. A board game will help students understand the education concept quickly and get involved in experiential learning, where students can manage and solve problems in…
ERIC Educational Resources Information Center
Turkay, Selen; Hoffman, Daniel; Kinzer, Charles K.; Chantes, Pantiphar; Vicari, Christopher
2014-01-01
Researchers have argued that an effort should be made to raise teachers' and parents' awareness of the potentially positive educational benefits of playing video games (e.g., see Baek, 2008). One part of this effort should be to increase understanding of how video games can be situated within teachers' existing goals and knowledge…
Teaching with Games: Online Resources and Examples for Entry Level Courses
NASA Astrophysics Data System (ADS)
Teed, R.; Manduca, C.
2004-12-01
Using games to teach introductory geoscience can motivate students to enthusiastically learn material that they might otherwise condemn as "boring". A good educational game is one that immerses the players in the material and engages them for as long as it takes to master that material. There are some good geoscience games already available, but instructors can also create their own, suitable to their students and the content that they are teaching. Game-Based Learning is a module on the Starting Point website for faculty teaching entry level geosciences. It assists faculty in using games in their teaching by providing a description of the features of game-based learning, why you would use it, how to use games to teach geoscience, examples, and references. Other issues discussed include the development of video games for teaching, having your students create educational games, what makes a good game, handling competition in the classroom, and grading. The examples include descriptions of and rules for a GPS treasure hunt, a geology quiz show, and an earthquake game, as well as links to several online geological video games, and advice on how to design a paleontology board game. Starting Point is intended to help both experienced faculty and new instructors meet the challenge of teaching introductory geoscience classes, including environmental science and oceanography as well as more traditional geology classes. For many students, these classes are both the first and the last college-level science class that they will ever take. They need to learn enough about the Earth in that one class to sustain them for many decades as voters, consumers, and sometimes even as teachers. Starting Point is produced by a group of authors working with the Science Education Resource Center. It contains dozens of detailed examples categorized by geoscience topic with advice about using them and assessing learning. Each example is linked to one of many modules, such as Game-Based Learning, Interactive Lectures, or Using an Earth History Approach. These modules describe teaching tools and techniques, provide examples and advice about using them in an introductory geoscience class, and give instructors details on how to create their own exercises.
A Board Game to Assist Pharmacy Students in Learning Metabolic Pathways
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
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.
ERIC Educational Resources Information Center
Smith, Judith; Hu, Ran
2013-01-01
The purpose of the study was to share findings with educators across disciplines of how to incorporate an eastern and western blended philosophy of teaching and learning to promote 21st century skills and global perspectives. Drawing from a previous self-study of their views of teaching and learning between Chinese and American cultures, the two…
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.
ERIC Educational Resources Information Center
DeRosa, Bill
1988-01-01
Describes a learning center game which is designed to help elementary school students learn about wolves. Includes playing instructions, game board, and questions and answers. Also included is a record of wolf calls narrated by actor Robert Redford. (TW)
The Role of Theory and Technology in Learning Video Production: The Challenge of Change
ERIC Educational Resources Information Center
Shewbridge, William; Berge, Zane L.
2004-01-01
The video production field has evolved beyond being exclusively relevant to broadcast television. The convergence of low-cost consumer cameras and desktop computer editing has led to new applications of video in a wide range of areas, including the classroom. This presents educators with an opportunity to rethink how students learn video…
ERIC Educational Resources Information Center
Simmons, Ben; Watson, Debbie
2015-01-01
Children with profound and multiple learning disabilities (PMLD) are said to experience severe congenital impairments to consciousness and cognition stemming from neurological damage. Such children are understood as operating at the pre-verbal stages of development, and research in the field typically draws conceptual resources from psychology to…
Rethinking UK Small Employers' Skills Policies and the Role of Workplace Learning
ERIC Educational Resources Information Center
Kitching, John
2008-01-01
Small business employers in the UK are widely perceived as adopting a reactive, ad hoc approach to employee skill formation. Employer reliance on workplace learning is often treated, explicitly or implicitly, as evidence of such an approach. Small employers' approaches to skill creation are investigated using data from two employer samples. Three…
Rethinking Teaching and Learning Mathematics for Social Justice from a Critical Race Perspective
ERIC Educational Resources Information Center
Larnell, Gregory V.; Bullock, Erika C.; Jett, Christopher C.
2016-01-01
What is teaching and learning mathematics for social justice (TLMSJ)? How has TLMSJ been taken up in mathematics education--both historically and contemporarily? Along with unpacking these two central questions, this article assesses the current capacity and stance of TLMSJ toward addressing issues of racial injustice. The authors begin with an…
ERIC Educational Resources Information Center
Wiggins, Bradley E.
2013-01-01
This article presents the results from a post-test only experiment conducted in 2011 with undergraduate and graduate students (N = 67) from individualist and collectivist cultures. Demographic information was collected through questions appearing at the end of a post-test administered to subjects after completing the e-learning module. Each person…
Quantitative Measures for Assessing Learning Centers: An Agenda and Exploration
ERIC Educational Resources Information Center
Berkopes, Kevin; Abshire, Stacey
2016-01-01
The national trend of requiring all college students to engage with tertiary-level mathematics has created the need to rethink how students can be supported at this level. Current trends in higher education show a decreased reliance on remedial developmental education courses and expanded reliance on learning centers. It is important to look at…
Reconceptualising Play and Learning in the Lives of Young Children
ERIC Educational Resources Information Center
Yelland, Nicola
2011-01-01
A decade ago I wrote an article entitled "Technology as play" in which I called for early childhood educators to rethink the way in which they regard play. This involved not only incorporating the notion of playing with new technologies but also critiqued the essence of what constituted play and the link with learning that was viewed…
(Re)thinking Equity: The Spatial and Racial Dynamics of Managing Learning and Learning to Manage
ERIC Educational Resources Information Center
Shore, Sue
2006-01-01
The vocational education and training (VET) sector has experienced substantial change in the past decade, characterised by ascendant industry-driven needs and mantras of flexibility and responsiveness. A number of public policies underpin these changes and simultaneously point to the need to manage diverse employing bodies, industry standards,…
Integrating Group-Self Evaluation in Open and Distance Learning System
ERIC Educational Resources Information Center
Osuji, U. S. Ajunwa
2010-01-01
Every instructional process involves a strategic assessment system for a complete teaching leaning circle. Any assessment system which is seriously flawed, should call for a change, a rethink or a repackaging for sustainability, and to be a part of teaching and learning. Assessment should be meaningful to both the assessors and the assessees. The…
Bearing Witness: Seeing as a Form of Service
ERIC Educational Resources Information Center
Dunn, Deborah
2014-01-01
In this article, Deborah Dunn reflects on the need to rethink the concepts of service learning. Students are well acquainted with the basic concept of service learning and community engagement, as some form of service or engagement is often required for them to graduate both high school and college these days. The lack of authentic meeting with…
ERIC Educational Resources Information Center
Buxton, Cory A.; Allexsaht-Snider, Martha; Kayumova, Shakhnoza; Aghasaleh, Rouhollah; Choi, Youn-Jeng; Cohen, Allan
2015-01-01
In this paper we use practice theory, with its focus on the interplay of structure and agency, to theorize about teacher engagement in professional learning and teacher enactment of pedagogical practices as an alternative to framing implementation research in terms of program adherence and fidelity of implementation. Practice theory allowed us to…
Rethinking Classroom Participation: Listening to Silent Voices
ERIC Educational Resources Information Center
Schultz, Katherine
2009-01-01
Many educators understand how to gauge learning by paying close attention to student talk. Few know how to interpret and attend to student silence as a form of participation. In her new book, Katherine Schultz examines the complex role student silence can play in teaching and learning. Urging teachers to listen to student silence in new ways, this…
ERIC Educational Resources Information Center
Middle Tennessee State Univ., Murfreesboro.
Papers in this proceedings explore the theme of rethinking teaching and learning through technology. Along with general session papers that address asynchronous learning networks and the World Wide Web as a classroom without walls, the document contains papers in the following eight tracks: (1) Assessing the Effectiveness of Technology in Teaching…
ERIC Educational Resources Information Center
Buzzanell, Patrice M.
2017-01-01
This response discusses why the essays in this forum are of particular interest for instructors in light of recent articles in "The Chronicle of Higher Education" and trends in student populations and higher education. "The Chronicle" recently featured several articles on innovative ways to "shake up the lecture" that…
Rethinking the Use of Tests: A Meta-Analysis of Practice Testing
ERIC Educational Resources Information Center
Adesope, Olusola O.; Trevisan, Dominic A.; Sundararajan, Narayankripa
2017-01-01
The testing effect is a well-known concept referring to gains in learning and retention that can occur when students take a practice test on studied material before taking a final test on the same material. Research demonstrates that students who take practice tests often outperform students in nontesting learning conditions such as restudying,…
ERIC Educational Resources Information Center
Wu, Min Lun
2018-01-01
This qualitative case study reports descriptive findings of digital game-based learning involving 15 Taiwanese middle school students' use of computational thinking skills elicited through programmed activities in a game design workshop. Situated learning theory is utilized as framework to evaluate novice game designers' individual advancement in…
Pre-Service Teachers Designing and Constructing "Good Digital Games"
ERIC Educational Resources Information Center
Artym, Corbett; Carbonaro, Mike; Boechler, Patricia
2016-01-01
There is a growing interest in the application of digital games to enhance learning across many educational levels. This paper investigates pre-service teachers' ability to operationalize the learning principles that are considered part of a good digital game (Gee, 2007) by designing digital games in Scratch. Forty pre-service teachers, enrolled…
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…
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…
Gaming the Past: Using Video Games to Teach Secondary History
ERIC Educational Resources Information Center
McCall, Jeremiah
2011-01-01
Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and…
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…
The "Learning Games Design Model": Immersion, Collaboration, and Outcomes-Driven Development
ERIC Educational Resources Information Center
Chamberlin, Barbara; Trespalacios, Jesús; Gallagher, Rachel
2012-01-01
Instructional designers in the Learning Games Lab at New Mexico State University have developed a specific approach for the creation of educational games, one that has been used successfully in over 20 instructional design projects and is extensible to other developers. Using this approach, game developers and content experts (a) work…
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…
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…
Achieving Digital Literacy through Game Development: An Authentic Learning Experience
ERIC Educational Resources Information Center
Frydenberg, Mark
2015-01-01
Purpose: This paper aims to argue that the process of making an original game develops digital literacy skills and provides an authentic learning experience as students create, publish and deploy interactive games. Teaching students to create computer games has become common in both K-12 and tertiary education to introducing programming concepts,…
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…
ERIC Educational Resources Information Center
Richardson, Will
2012-01-01
The idea of learning through games isn't necessarily new. In fact, over the past decade, researchers have been espousing the use of games to help both children and adults learn. But it's only been recently that games have begun to make serious inroads into classrooms. As the world becomes more and more driven by mobile apps and tablet…
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…
A Platform Independent Game Technology Model for Model Driven Serious Games Development
ERIC Educational Resources Information Center
Tang, Stephen; Hanneghan, Martin; Carter, Christopher
2013-01-01
Game-based learning (GBL) combines pedagogy and interactive entertainment to create a virtual learning environment in an effort to motivate and regain the interest of a new generation of "digital native" learners. However, this approach is impeded by the limited availability of suitable "serious" games and high-level design…
Program Evaluation: The Board Game--An Interactive Learning Tool for Evaluators
ERIC Educational Resources Information Center
Febey, Karen; Coyne, Molly
2007-01-01
The field of program evaluation lacks interactive teaching tools. To address this pedagogical issue, the authors developed a collaborative learning technique called Program Evaluation: The Board Game. The authors present the game and its development in this practitioner-oriented article. The evaluation board game is an adaptable teaching tool…
ERIC Educational Resources Information Center
Rosman, Fuziah; Alias, Norlidah; Rahman, Mohd Nazri Abdul; Dewitt, Dorothy
2015-01-01
This study aims at reviewing the curriculum design by including video games in the implementation of the Malay language course at an Institute of Higher Learning. The objective of this study is to obtain expert opinion on the expected manner of implementation of video games in learning the Malay language. The Fuzzy Delphi technique (FDM) is used…
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.
Assessment of educational games for health professions: a systematic review of trends and outcomes.
Abdulmajed, Hind; Park, Yoon Soo; Tekian, Ara
2015-04-01
Traditional lecturing used in teaching has the lowest retention rate; the use of games as part of an instruction method may enhance retention and reinforce learning by creating a dynamic educational environment. This study aims to systematically review the literature on educational games for the health professions to identify trends and investigate assessment tools used to measure its learning outcomes. Seven databases were used in the search: ERIC, Education Research Complete, Medline, Medline Complete, Academic Search Complete, The Cochrane Library and PubMed. The search identified 2865 papers; among them, 1259 were excluded and 22 were evaluated. The selection incorporated five full papers which focused directly on the health professionals. Two studies involved the use of board games and two studies involved card games, crossword puzzles and one study involved a team quiz competition. Overall, studies lacked a strong link between the use of games for both instructional and assessment purposes. Gaming makes a positive impact on the teaching/learning process. However, existing assessment methodologies have been not fully captured the learning that may occur in these games. Robust research is needed to address the use of games that have been assessed objectively.
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 design principles and a proposed serious game development process. These guidelines were researched and examined via the design and development process of several serious game prototypes and the examination of a large body of existing serious games. The end result is a practical procedure that is rooted in theory and quantitative experimentation.
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.
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 diverse backgrounds who trained by engaging in tasks directly, as well as observing and evaluating peer performance in real-time. The goal is two-fold. One is to quantify and visualize detailed player performance data coming from game play transcription to give further understanding to the results in the 2009 I/ITSEC paper. The second is to develop a set of technologies from this quantification and visualization approach into a generalized application tool to be used to aid in future games development of player/learner models and game adaptation algorithms.« less
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.
ERIC Educational Resources Information Center
Games, Ivan Alex
2008-01-01
This article discusses a framework for the analysis and assessment of twenty-first-century language and literacy practices in game and design-based contexts. It presents the framework in the context of game design within "Gamestar Mechanic", an innovative game-based learning environment where children learn the Discourse of game design. It…
Serious Games as New Educational Tools: How Effective Are They? A Meta-Analysis of Recent Studies
ERIC Educational Resources Information Center
Girard, C.; Ecalle, J.; Magnan, A.
2013-01-01
Computer-assisted learning is known to be an effective tool for improving learning in both adults and children. Recent years have seen the emergence of the so-called "serious games (SGs)" that are flooding the educational games market. In this paper, the term "serious games" is used to refer to video games (VGs) intended to serve a useful purpose.…
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.)
Global Channels of Evidence for Learning and Assessment in Complex Game Environments
ERIC Educational Resources Information Center
Nelson, Brian C.; Erlandson, Benjamin; Denham, Andre
2011-01-01
In this paper, we take a designer's look at how the activities and data of learning and assessment can be structured in immersive virtual game environments called Massively Multi-Player Online Games (MMOG). In doing so, we examine the channels of evidence through which learning and assessment activities are derived in MMOGs, offering examples of…
ERIC Educational Resources Information Center
Al-Bulushi, Ali H.; Al-Issa, Ali S.
2017-01-01
Language learning games combine a number of linguistic, psychological and social elements that have been found to have considerable advantages and powerfully impact language learning and teaching. They are incorporated into language curricula to promote interactive engaging learning. This study investigates the role of games in the Omani ELT…
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…
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…
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…
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…
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…
Player-Game Interaction: An Ecological Analysis of Foreign Language Gameplay Activities
ERIC Educational Resources Information Center
Ibrahim, Karim
2018-01-01
This article describes how the literature on game-based foreign language (FL) learning has demonstrated that player-game interactions have a strong potential for FL learning. However, little is known about the fine-grained dynamics of these interactions, or how they could facilitate FL learning. To address this gap, the researcher conducted a…
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…
ERIC Educational Resources Information Center
Tsai, Fu-Hsing; Kinzer, Charles; Hung, Kuo-Hsun; Chen, Cheng-Ling Alice; Hsu, I-Ying
2013-01-01
While most current educational simulation games provide learners with gameplay experience to motivate learning, there is often a lack of focus on ensuring that the desired content knowledge is actually learned. Students may focus on completing game activities without learning the targeted content knowledge, thus negating the desired learning…
Will Undergraduate Students Play Games to Learn How to Conduct Library Research?
ERIC Educational Resources Information Center
Markey, Karen; Swanson, Fritz; Jenkins, Andrea; Jennings, Brian; St. Jean, Beth; Rosenberg, Victor; Yao, Xingxing; Frost, Robert
2009-01-01
This exploratory study examines whether undergraduate students will play games to learn how to conduct library research. Results indicate that students will play games that are an integral component of the course curriculum and enable them to accomplish overall course goals at the same time they learn about library research. (Contains 1 table.)
ERIC Educational Resources Information Center
Li, Qing; Vandermeiden, Elise; Lemieux, Collette; Nathoo, Shahista
2016-01-01
This study explored secondary students' learning experiences in mathematics through digital game building. In this study, students were asked to become designers and builders in order to coauthor their own mathematics learning. Grounded in enactivism, this study examined the impact of game building on students' achievement. In addition, it…
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…
NASA Astrophysics Data System (ADS)
Wimmer, Jennifer Joy
The purpose of this phenomenological study was to investigate the lived experience of integrating new literacies in math and science content by upper elementary and middle school teachers. This study highlights the lived experience of six teachers including two elementary math teachers, two middle school math teachers, and two middle school science teachers. Data sources included five in-depth interviews, teachers' weekly reflection journals, weekly classroom observations, and one principal interview at each of the three high-needs schools. Data were analyzed through an analytic and thematic approach. A reconstructed story was created for each teacher which provides insight into the teacher as an individual. Additionally, a thematic analysis resulted in the identification of five essential themes across all six stories which included: technology exclusively, rethinking who they are as teachers, stabilizing rather than challenging content, rethinking student learning, circumstances, and futures, and serving official context and discourse. The findings indicate that the teachers' lived experience of integrating new literacies in math and science content was filled with uncertainty and a search for stability. A key implication of this study is the need for quality professional development that provides teachers with the opportunity to learn about, question, and rethink the intersection of new literacies, content area literacy, and teacher knowledge.
Improving learning performance with happiness by interactive scenarios.
Chuang, Chi-Hung; Chen, Ying-Nong; Tsai, Luo-Wei; Lee, Chun-Chieh; Tsai, Hsin-Chun
2014-01-01
Recently, digital learning has attracted a lot of researchers to improve the problems of learning carelessness, low learning ability, lack of concentration, and difficulties in comprehending the logic of math. In this study, a digital learning system based on Kinect somatosensory system is proposed to make children and teenagers happily learn in the course of the games and improve the learning performance. We propose two interactive geometry and puzzle games. The proposed somatosensory games can make learners feel curious and raise their motivation to find solutions for boring problems via abundant physical expressions and interactive operations. The players are asked to select particular operation by gestures and physical expressions within a certain time. By doing so, the learners can feel the fun of game playing and train their logic ability before they are aware. Experimental results demonstrate that the proposed somatosensory system can effectively improve the students' learning performance.
Improving Learning Performance with Happiness by Interactive Scenarios
Chuang, Chi-Hung; Chen, Ying-Nong; Tsai, Luo-Wei; Lee, Chun-Chieh; Tsai, Hsin-Chun
2014-01-01
Recently, digital learning has attracted a lot of researchers to improve the problems of learning carelessness, low learning ability, lack of concentration, and difficulties in comprehending the logic of math. In this study, a digital learning system based on Kinect somatosensory system is proposed to make children and teenagers happily learn in the course of the games and improve the learning performance. We propose two interactive geometry and puzzle games. The proposed somatosensory games can make learners feel curious and raise their motivation to find solutions for boring problems via abundant physical expressions and interactive operations. The players are asked to select particular operation by gestures and physical expressions within a certain time. By doing so, the learners can feel the fun of game playing and train their logic ability before they are aware. Experimental results demonstrate that the proposed somatosensory system can effectively improve the students' learning performance. PMID:24558331
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…
Engaging Environments Enhance Motor Skill Learning in a Computer Gaming Task.
Lohse, Keith R; Boyd, Lara A; Hodges, Nicola J
2016-01-01
Engagement during practice can motivate a learner to practice more, hence having indirect effects on learning through increased practice. However, it is not known whether engagement can also have a direct effect on learning when the amount of practice is held constant. To address this question, 40 participants played a video game that contained an embedded repeated sequence component, under either highly engaging conditions (the game group) or mechanically identical but less engaging conditions (the sterile group). The game environment facilitated retention over a 1-week interval. Specifically, the game group improved in both speed and accuracy for random and repeated trials, suggesting a general motor-related improvement, rather than a specific influence of engagement on implicit sequence learning. These data provide initial evidence that increased engagement during practice has a direct effect on generalized learning, improving retention and transfer of a complex motor skill.
Deal or No Deal: using games to improve student learning, retention and decision-making
NASA Astrophysics Data System (ADS)
Chow, Alan F.; Woodford, Kelly C.; Maes, Jeanne
2011-03-01
Student understanding and retention can be enhanced and improved by providing alternative learning activities and environments. Education theory recognizes the value of incorporating alternative activities (games, exercises and simulations) to stimulate student interest in the educational environment, enhance transfer of knowledge and improve learned retention with meaningful repetition. In this case study, we investigate using an online version of the television game show, 'Deal or No Deal', to enhance student understanding and retention by playing the game to learn expected value in an introductory statistics course, and to foster development of critical thinking skills necessary to succeed in the modern business environment. Enhancing the thinking process of problem solving using repetitive games should also improve a student's ability to follow non-mathematical problem-solving processes, which should improve the overall ability to process information and make logical decisions. Learning and retention are measured to evaluate the success of the students' performance.
Seeing Change in Time: Video Games to Teach about Temporal Change in Scientific Phenomena
NASA Astrophysics Data System (ADS)
Corredor, Javier; Gaydos, Matthew; Squire, Kurt
2014-06-01
This article explores how learning biological concepts can be facilitated by playing a video game that depicts interactions and processes at the subcellular level. Particularly, this article reviews the effects of a real-time strategy game that requires players to control the behavior of a virus and interact with cell structures in a way that resembles the actual behavior of biological agents. The evaluation of the video game presented here aims at showing that video games have representational advantages that facilitate the construction of dynamic mental models. Ultimately, the article shows that when video game's characteristics come in contact with expert knowledge during game design, the game becomes an excellent medium for supporting the learning of disciplinary content related to dynamic processes. In particular, results show that students who participated in a game-based intervention aimed at teaching biology described a higher number of temporal-dependent interactions as measured by the coding of verbal protocols and drawings than students who used texts and diagrams to learn the same topic.
ERIC Educational Resources Information Center
Singer, Jerome; Singer, Dorothy
This video-based program trains parents and other child caregivers to engage 3- to 5-year-olds in simple, motivating learning games to strengthen cognitive, social, and motor school-readiness skills. The training materials consist of a manual for training facilitators and a training video demonstrating how to play each learning game with preschool…
Gamification of Learning Deactivates the Default Mode Network
Howard-Jones, Paul A.; Jay, Tim; Mason, Alice; Jones, Harvey
2016-01-01
We hypothesized that embedding educational learning in a game would improve learning outcomes, with increased engagement and recruitment of cognitive resources evidenced by increased activation of working memory network (WMN) and deactivation of default mode network (DMN) regions. In an fMRI study, we compared activity during periods of learning in three conditions that were increasingly game-like: Study-only (when periods of learning were followed by an exemplar question together with its correct answer), Self-quizzing (when periods of learning were followed by a multiple choice question in return for a fixed number of points) and Game-based (when, following each period of learning, participants competed with a peer to answer the question for escalating, uncertain rewards). DMN hubs deactivated as conditions became more game-like, alongside greater self-reported engagement and, in the Game-based condition, higher learning scores. These changes did not occur with any detectable increase in WMN activity. Additionally, ventral striatal activation was associated with responding to questions and receiving positive question feedback. Results support the significance of DMN deactivation for educational learning, and are aligned with recent evidence suggesting DMN and WMN activity may not always be anti-correlated. PMID:26779054
Gamification of Learning Deactivates the Default Mode Network.
Howard-Jones, Paul A; Jay, Tim; Mason, Alice; Jones, Harvey
2015-01-01
We hypothesized that embedding educational learning in a game would improve learning outcomes, with increased engagement and recruitment of cognitive resources evidenced by increased activation of working memory network (WMN) and deactivation of default mode network (DMN) regions. In an fMRI study, we compared activity during periods of learning in three conditions that were increasingly game-like: Study-only (when periods of learning were followed by an exemplar question together with its correct answer), Self-quizzing (when periods of learning were followed by a multiple choice question in return for a fixed number of points) and Game-based (when, following each period of learning, participants competed with a peer to answer the question for escalating, uncertain rewards). DMN hubs deactivated as conditions became more game-like, alongside greater self-reported engagement and, in the Game-based condition, higher learning scores. These changes did not occur with any detectable increase in WMN activity. Additionally, ventral striatal activation was associated with responding to questions and receiving positive question feedback. Results support the significance of DMN deactivation for educational learning, and are aligned with recent evidence suggesting DMN and WMN activity may not always be anti-correlated.
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.
A game theoretic framework for incentive-based models of intrinsic motivation in artificial systems
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
A game theoretic framework for incentive-based models of intrinsic motivation in artificial systems.
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.
ERIC Educational Resources Information Center
Plass, Jan L.; O'Keefe, Paul A.; Homer, Bruce D.; Case, Jennifer; Hayward, Elizabeth O.; Stein, Murphy; Perlin, Ken
2013-01-01
The present research examined how mode of play in an educational mathematics video game impacts learning, performance, and motivation. The game was designed for the practice and automation of arithmetic skills to increase fluency and was adapted to allow for individual, competitive, or collaborative game play. Participants (N = 58) from urban…
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…
A Study of Supplementing Conventional Business Education with Digital Games
ERIC Educational Resources Information Center
Ellahi, Abida; Zaka, Bilal; Sultan, Fahd
2017-01-01
This paper documents how the adoption of digital games by academia reshapes the current worldview by bringing the potential answers for all learning issues. The central objective of this study is to investigate the extent to which digital games can impact learning effectiveness, and to what extent these games can be used as supplementary elements…