8 research outputs found

    An analysis of a video game on cognitive abilities:a study to enhance psychomotor skills via game-play

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    Psychomotor skills are a series of cognitive abilities often linked with physical movement, coordination and speed that individuals use, to progress through cognitive stages in order to demonstrate fine motor skills. This paper investigates whether or not playing a video game could potentially influence and improve the psychomotor skills of adolescents, particularly their eye-hand coordination, visual response and attention competence, the aim being to provide statistical evidence that video games can be potentially used to enhance psychomotor skills. A total of 62 participants were invited to participate in an experimental study where these participants were divided into two groups, the control group and the experimental group. The participants were aged between 16 and 19 years, and they were asked to complete a building block task that is closely associated with using psychomotor skills, and they did not have any prior experience of. A pre – post study design was used in both groups in order to measure participants’ level of confidence in using their psychomotor skills. Furthermore, the study investigated if the participants in the experimental group integrated elements of video game play into intentional and automatic real-life reactions within the building block task they undertook. The findings of the study suggest that those participants who played the video game were more confident in using their eye-hand coordination and visual response, and managed to complete the natural building block task faster and more accurately than the participants who did not play the video game

    Developing an educational game to support cognitive learning

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    This paper outlines how an educational game can be used to support the learning of programming within the Computer Science (CS) discipline and reports on the qualitative results of a series of rigorous studies of the use of this game by first-year introductory programming students. Although this paper applies to the CS discipline, computational thinking (CT) as an intrinsic part of the games process is applicable to any discipline. This is because CT combines logical thinking with CS concepts to produce a recipe for solving problems, regardless of where a problem lies. Many studies indicate that learning through educational games appeals widely to students, regardless of their backgrounds (Liu et al, 2011; Papastergiou, 2009). However, though many of these studies demonstrate enthusiasm for educational games and indicate that games can enhance motivation for learning, they offer very few conclusions about what students learn from playing them or whether or not they acquire cognitive abilities thereby (Denner et al, 2012; Connolly et al, 2011)

    Learning programming at the computational thinking level via digital game-play

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    This paper outlines an innovative game model for learning computational thinking (CT) skills through digital game-play. We have designed a game framework where students can practice and develop their skills in CT with little or no programming knowledge. We analyze how this game supports various CT concepts and how these concepts can be mapped to programming constructs to facilitate learning introductory computer programming. Moreover, we discuss the potential benefits of our approach as a support tool to foster student motivation and abilities in problem solving. As initial evaluation, we provide some analysis of feedback from a survey response group of 25 students who have played our game as a voluntary exercise. Structured empirical evaluation will follow, and the plan for that is briefly described

    A serious game for developing computational thinking and learning introductory computer programming

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    Owing to their ease of engagement and motivational nature, especially for younger age groups, games have been omnipresent in education since earliest times. More recently, computer video games have become widely used, particularly in secondary and tertiary education, to impart core knowledge in some subject areas and as an aid to attracting and retaining students. Academics have proposed a number of approaches, using games-based learning (GBL), to impart theoretical and applied knowledge,especially in the computer science discipline. Our research is concerned with the design of an innovative educational game framework focused on the development of Computational Thinking (CT) skills, and herein we introduce a serious game, based on our framework, which encourages the development of CT skills to facilitate learning introductory computer programming. We describe how a limited number of key introductory computer programming concepts have been mapped onto the game-play, and how an equivalent set of skills characterising CT can be acquired through playing the game. A survey response group of 25 students, following computer science and related degree programmes but with very diverse backgrounds and experience, provided initial usability feedback on the game. Their feedback confirmed that they found the game enjoyable, and also universally believed that this approach would be beneficial in helping students learn problem-solving skills for introductory computer programming. Feedback from this group will be incorporated in a revised version of the game, which will now be subject to rigorous experimental evaluation and analysis, to provide structured empirical evidence in support of our approach

    Enchanting e-learning through the use of an interactive feedback loop in digital games

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    One of the driving forces behind developing digital games is the idea that digital games have the potential to provide engagement in learning by delivering timely and well structured feedback. This paper discusses how the interactive-feedback loop found in digital games can be used to effectively support the engagement and also the progress of learners. We investigate key motivational factors in providing feedback and then explore current approaches in the use of feedback. This study introduces the concept that learning in games should be an integral part of the game play rather than layering games on top of traditional learning. By way of illustration, we introduce the game based approach we are currently developing to support first year undergraduate computer science students learning introductory programming
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