667 research outputs found

    Towards a Framework for Metacognition in Game-Based Learning

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    \u3cp\u3eGame-based learning can motivate learners and help them to acquire new knowledge in an active way. However, it is not always clear for learners how to learn effectively and efficiently within game-based learning environments. As metacognition comprises the knowledge and skills that learners employ to plan, monitor, regulate, and evaluate their learning, it plays a key role in improving their learning in general. Thus, if we want learners to become better at learning through game-based learning, we need to investigate how metacognition can be integrated into the design of game-based learning environments. In this paper we introduce a framework that aids designers and researchers to formally specify the design of game-based learning environments encouraging metacognition. With a more formal specification of the metacognitive objectives and the way the training design and game design aims to achieve these goals, we can learn more through analysing and comparing different approaches. The framework consists of design dimensions regarding metacognitive outcomes, metacognitive training, and metacognitive game design. Each design dimension represents two opposing directions for the design of a game-based learning environment that are likely to affect the encouragement of metacognitive awareness within learners. As such, we introduce a formalised method to design, evaluate and compare games addressing metacognition, thus enabling both researchers and designers to create more effective games for learning in the future.\u3c/p\u3

    Evaluating 2D and 3D serious games: The significance of student-player characteristics

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    Τα σοβαρά παιχνίδια (ψηφιακά εκπαιδευτικά παιχνίδια μαθησιακού σκοπού)  κερδίζουν ολοένα και περισσότερο το ενδιαφέρον πολλών μελετητών της μαθησιακής διαδικασίας όλων των εκπαιδευτικών επιπέδων. Σημαντικές πτυχές της εφαρμογής τους στην εκπαίδευση σχετίζονται με τα χαρακτηριστικά τους, τη συνάφειά τους με την παιδαγωγική και τις απόψεις των μαθητών. Αυτή η ποσοτική έρευνα επικεντρώθηκε στα χαρακτηριστικά των φοιτητών παιδαγωγικών τμημάτων (φύλο, επιστημονικό υπόβαθρο, προηγούμενη εμπειρία με παιχνίδια και δεξιότητες ΤΠΕ) και στους παράγοντες που επηρεάζουν και διαμορφώνουν την μαθησιακή εμπειρία τους όταν παίζουν σοβαρά παιχνίδια δύο (2D) και τριών (3D) διαστάσεων, όπως είναι η εμβύθιση, η απόλαυση, η υποκειμενική αντίληψη των μαθητών σχετικά με τη χρησιμότητά τους για τη βελτίωση της γνώσης, την επάρκεια της αφήγησης, τον ρεαλισμό, την ανατροφοδότηση, την οπτικοακουστική επάρκεια, τη συνάφειά τους με τα προσωπικά ενδιαφέροντά τους, τη σαφήνεια του στόχου τους, την ευκολία χρήσης τους, την καταλληλότητα του μαθησιακού υλικού και τα κίνητρα. Συνολικά 542 φοιτητές συμμετείχαν στη μελέτη. Σειρά μη παραμετρικών αναλύσεων (Mann-Whitney U tests και Kruskal-Wallis H tests) αποκάλυψε ότι οι φοιτητές προτίμησαν το 2D παιχνίδι. Το φύλο, το επιστημονικό υπόβαθρο και οι δεξιότητες στις ΤΠΕ δεν είχαν αντίκτυπο στις απόψεις τους. Από την άλλη πλευρά, οι φοιτητές με υψηλή ικανότητα στη χρήση των παιχνιδιών φαίνεται να έχουν καλύτερη μαθησιακή εμπειρία, καθώς οι βαθμολογίες τους στους περισσότερους παράγοντες ήταν υψηλότερες σε σύγκριση με τους φοιτητές με χαμηλότερη ικανότητα. Αυτά τα αποτελέσματα μας οδήγησαν να προσανατολιστούμε στην εξέταση άλλων πτυχών/δεξιοτήτων των φοιτητών πέρα από τα συνήθη δημογραφικά στοιχεία, όπως είναι η αυτορρύθμιση, η χωρική ικανότητα και η νοητική περιστροφή και να ερευνήσουμε τη δυνατότητα των σοβαρών παιχνιδιών να βελτιώσουν αυτές τις δεξιότητες.Serious games are gaining ground in all educational levels. Important aspects of their implementation in education are related to their features, their relevance to pedagogy and the learners' views. This quantitative research focused on characteristics of pedagogical departments’ students (gender, scientific background, prior gaming and ICT skills) and factors are considered to affect and shape their learning experience when playing 2D and 3D serious games (immersion, enjoyment, perceived usefulness-knowledge improvement, perceived narratives' adequacy, perceived realism, perceived feedback's adequacy, perceived audiovisual adequacy, perceived relevance to personal interests, perceived goal's clarity, perceived ease of use, adequacy of the learning material and motivation). A total of 542 university students participated in the study. The data analysis revealed that they preferred the 2D game. Their gender, scientific background and ICT skills did not have an impact on their views. On the other hand, students with high game-playing competence seem to have a better learning experience, as their scores in most of the factors were higher compared to the ones with lower game-playing competence. Those results led us to consider other aspects of learners beyond ordinary demographics such as self-regulation, spatial cognition and mental rotation and to examine the evidence that serious games can improve these skills

    Learning about Online Learning Processes and Students' Motivation through Web Usage Mining

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    Evaluating 2D and 3D serious games: The significance of student-player characteristics

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    Τα σοβαρά παιχνίδια (ψηφιακά εκπαιδευτικά παιχνίδια μαθησιακού σκοπού)  κερδίζουν ολοένα και περισσότερο το ενδιαφέρον πολλών μελετητών της μαθησιακής διαδικασίας όλων των εκπαιδευτικών επιπέδων. Σημαντικές πτυχές της εφαρμογής τους στην εκπαίδευση σχετίζονται με τα χαρακτηριστικά τους, τη συνάφειά τους με την παιδαγωγική και τις απόψεις των μαθητών. Αυτή η ποσοτική έρευνα επικεντρώθηκε στα χαρακτηριστικά των φοιτητών παιδαγωγικών τμημάτων (φύλο, επιστημονικό υπόβαθρο, προηγούμενη εμπειρία με παιχνίδια και δεξιότητες ΤΠΕ) και στους παράγοντες που επηρεάζουν και διαμορφώνουν την μαθησιακή εμπειρία τους όταν παίζουν σοβαρά παιχνίδια δύο (2D) και τριών (3D) διαστάσεων, όπως είναι η εμβύθιση, η απόλαυση, η υποκειμενική αντίληψη των μαθητών σχετικά με τη χρησιμότητά τους για τη βελτίωση της γνώσης, την επάρκεια της αφήγησης, τον ρεαλισμό, την ανατροφοδότηση, την οπτικοακουστική επάρκεια, τη συνάφειά τους με τα προσωπικά ενδιαφέροντά τους, τη σαφήνεια του στόχου τους, την ευκολία χρήσης τους, την καταλληλότητα του μαθησιακού υλικού και τα κίνητρα. Συνολικά 542 φοιτητές συμμετείχαν στη μελέτη. Σειρά μη παραμετρικών αναλύσεων (Mann-Whitney U tests και Kruskal-Wallis H tests) αποκάλυψε ότι οι φοιτητές προτίμησαν το 2D παιχνίδι. Το φύλο, το επιστημονικό υπόβαθρο και οι δεξιότητες στις ΤΠΕ δεν είχαν αντίκτυπο στις απόψεις τους. Από την άλλη πλευρά, οι φοιτητές με υψηλή ικανότητα στη χρήση των παιχνιδιών φαίνεται να έχουν καλύτερη μαθησιακή εμπειρία, καθώς οι βαθμολογίες τους στους περισσότερους παράγοντες ήταν υψηλότερες σε σύγκριση με τους φοιτητές με χαμηλότερη ικανότητα. Αυτά τα αποτελέσματα μας οδήγησαν να προσανατολιστούμε στην εξέταση άλλων πτυχών/δεξιοτήτων των φοιτητών πέρα από τα συνήθη δημογραφικά στοιχεία, όπως είναι η αυτορρύθμιση, η χωρική ικανότητα και η νοητική περιστροφή και να ερευνήσουμε τη δυνατότητα των σοβαρών παιχνιδιών να βελτιώσουν αυτές τις δεξιότητες.Serious games are gaining ground in all educational levels. Important aspects of their implementation in education are related to their features, their relevance to pedagogy and the learners' views. This quantitative research focused on characteristics of pedagogical departments’ students (gender, scientific background, prior gaming and ICT skills) and factors are considered to affect and shape their learning experience when playing 2D and 3D serious games (immersion, enjoyment, perceived usefulness-knowledge improvement, perceived narratives' adequacy, perceived realism, perceived feedback's adequacy, perceived audiovisual adequacy, perceived relevance to personal interests, perceived goal's clarity, perceived ease of use, adequacy of the learning material and motivation). A total of 542 university students participated in the study. The data analysis revealed that they preferred the 2D game. Their gender, scientific background and ICT skills did not have an impact on their views. On the other hand, students with high game-playing competence seem to have a better learning experience, as their scores in most of the factors were higher compared to the ones with lower game-playing competence. Those results led us to consider other aspects of learners beyond ordinary demographics such as self-regulation, spatial cognition and mental rotation and to examine the evidence that serious games can improve these skills

    A Framework for Delivering Contextually Appropriate Opportunities for Warfighter Practice

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    Computer-based modeling and simulation has been a training staple in the military domain since the first aircraft simulators were adopted. More recently, virtual environments based on modeling, simulation and serious games, have introduced relatively low-cost, yet high value additions to the learning environment. As these virtual environments have proliferated, many researchers have investigated the relationship between theoretical foundations of learning, learner development and content delivery, and applied their findings in an attempt to bolster learning, yet performance deficiencies continue to exist. This study asserts that performance deficiencies exist in part because of insufficient contextually appropriate opportunities to practice. This work is multi-disciplinary in nature. Its foundation is modeling and simulation engineering; the use of technology to deliver training. Educational psychology and human factors concepts explain the theoretical basis for modeling and simulation as an effective training delivery agent. The study\u27s thesis is that a framework for delivering contextually appropriate opportunities for warfighter practice can be applied to discover whether modeling, simulation and game-based virtual environments have the potential to improve individual performance for learners beyond the Novice Stage (e.g., Competent Stage) of skills acquisition. Furthermore, this conceptually appropriate practice (CAP) framework can be used to assess the potential of low fidelity virtual environments to provide targeted practice and to improve individual performance, not only during training in high-fidelity virtual environments (near transfer) but also in the live environment (far transfer). To evaluate the thesis, this study investigates the relationship of technology and learning science, and features an empirical evaluation of training effectiveness afforded by delivering additional training repetitions using both low-fidelity virtual environment simulator systems and high-fidelity aircraft simulators

    Serious Game Design Principles: The Impact of Game Design on Learning Outcomes

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    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
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