5 research outputs found

    Use of Cloud Gaming in Education

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    The use of digital games in education has been the subject of research for many years and their usefulness has been confirmed by many studies and research projects. Standardized tests, such as PISA test, show that respondents achieved better reading, math and physics results if they used the computer more for gaming-related activities. It has been proven that the application of video games in education increases student motivation, improves several types of key skills—social and intellectual skills, reflexes and concentration. Nevertheless, there are several challenges associated with the application of video games in schools and they can be categorized as technical (network and end device limitations), competency (teachers’ knowledge in the area), qualitative (lack of educational games of high quality), and financial (high cost of purchasing games and equipment). The novel architecture for delivery of gaming content commonly referred to as “cloud gaming” has the potential to solve most of the present challenges of using games in education. A well-designed cloud gaming platform would enable seamless and simple usage for both students and teachers. While solving most of the present problems, cloud gaming introduces a set of new research challenges which will be discussed in this section

    Teacher Attitudes Toward Technology Integration in a One-to-One Mobile Device Middle-School Classroom

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    As the classroom climate transforms into a more technology-enhanced environment with increased device availability, there is a growing need to understand how attitudes among teachers may be influenced by the use of these devices in the classroom. Because of current technology trends, device integration is essential to meet education goals (Keengwe, Schnellert, & Mills, 2012). Research suggests that the use of mobile devices in the classroom along with the expectations for teachers to integrate these devices into their curriculum can have significant effects on attitudes and behaviors among teachers and therefore, should be studied (Sahin et al., 2017; Moore, 2016; Beeland, 2002; Christensen, 2002). This study attempted to examine the difference in teacher attitudes toward technology integration based on their use of either Chromebooks or iPads as mobile devices in a one-to-one integrated middle-school classroom. Using a quantitative, causal comparative design, participants were selected from a population of middle-school teachers at two Southeastern United States school districts. The sample size of participants was 115, of which 73 used Chromebooks and 42 used iPads. Data were analyzed using an independent-samples t-test to examine the relationship between attitude and mobile device used. Results of the survey showed that no significant difference existed in the attitude scores of teachers’ and the mobile device they used. Although the study did not find significance in the attitude scores, the data indicated that attitudes were mostly positive. Further research should be conducted to include a broader population, other grade levels, and other mobile devices. Studies that look at variables such as self-efficacy, training, and confidence, along with attitude should be researched

    School Has a Bad Storyline: Gamification in Educational Environments

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    School often has low engagement and frustrating or absent options for the kind of agency the Federal Government\u27s 2016 National Education Technology Plan now recommends educators include in their curriculum. Video games offer opportunities for people to participate in critical problem solving through creative projects. From balancing character statistics, to collaborating with other players, to making ethical and tactical decisions that can change the outcome of the story, successful games draw on the player\u27s interest in learning and analyzing numbers, locations, visual clues, narrative elements, people, and more. One useful example may be found in visual novels (VNs), a medium that pulls from narrative structures found in Choose Your Own Adventure Novels. These interactive narratives are a largely untapped resource (for educational uses) of guided critical thinking. My ongoing research explores the efficacy of implementing VNs into digital pedagogies to encourage the development of creatigational skills. This term is a response to the problematic wording already in use for skills such as creative thinking and collaborative abilities, skills encouraged by and developed through interactive activities, such as gaming and many of the arts. Current terminology labels them soft or non-cognitive skills, which are clear misnomers that passively diminish the importance of creative thought. This research explores how gaming, specifically so-called narrative gaming, of which VNs are one example, might contribute to the development of creatigational skills in students. Through the creation of VNs for this study, I examine both the ability of this genre to engage and encourage imaginative thought, as well as the practicality of designing and developing VNs for classroom use

    Enhancing game-based learning in formal education using simplified game authoring tools:A design science research study

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    The integration of game-based learning (GBL) into formal education presents a promising avenue for enhancing student engagement and learning outcomes. However, this integration is associated with numerous challenges, such as technical issues in the development of gamesand how to link the content of the games with learning material in the curriculum. This thesis intends to overcome these barriers in the development of a serious game platform, FunHomework, which provides a simplified game authoring tool that can help educators create and implement serious games (SG) in their teaching practice.The central research question to be answered during the course of the study is: How can the introduction of simplified game authoring tools facilitate the integration of game-based learning within formal educational environments? This question unfolds into various empirical researchquestions investigated across the thesis chapters, including the specific design features that facilitate the use for teachers, the impact such tools have on teacher attitudes toward GBL, and also the customizable learning contents for students engaged with SGs created through theplatform.The thesis followed the iterative development of the FunHomework platform according to Design Science Research (DSR) methodology, based on designs that incorporated feedback from educators in order to consider the perspectives of teachers and students in the final product. The main feature of FunHomework is the game authoring tool, which aims to bridge the technical challenges that creating SGs can pose for educators, thus making GBL more accessible. The tool allows for the dynamic embedding of educational content into the games, making the SGs versatile for a variety of subjects and learning goals
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