147 research outputs found

    Educational Technology and Education Conferences, January to June 2016

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    You escaped! How did you learn during gameplay?

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    This study investigates the influence of the educational game design elements immersion, collaboration and debriefing, on fostering learning with educational escape rooms. We based the design of the escape room on an educational game design framework that aligns the learning goal and the game goal, that is, escaping from the room. One-hundred-and-twenty-six students, aged between 16 and 20 played the escape room. Measures for learning were pre-and post-tests. The game experience was measured through questionnaires, classroom observations and interviews with students and teachers. The results show a knowledge gain between pre-and post-test. Correlational analysis showed that all three design elements contributed to students' appreciation of the escape room, whereas only immersion had a direct contribution to knowledge gain. Based on the qualitative data it appeared that the used escape boxes contributed most to perceived immersion. Immersion helps students focus on each other and the tasks. Also, a narrative with distinct roles for each student helped to evoke immersion. Unexpectedly, these roles also scaffolded collaboration except for students in the school that engaged in a collaborative learning pedagogy. The study confirms the usability of the framework for game designs, based on theories for the design of physical and hybrid educational games. Practitioner notes What is already known about this topic The escape room as a learning environment appeals to teachers of different disciplines, ages, gender and teaching experiences. Teachers implement escape rooms to create active (hybrid) learning spaces, where learners need a combination of knowledge and skills to solve the subject-based activities. Students and teachers perceive that while participating in escape rooms, students are more engaged, active and learn more compared to regular classes. The assumption is that escape rooms support collaboration and automatically collaborative learning. Review studies on educational escape rooms show that a systematic evaluation is usually absent, disputable or indicates no knowledge gain. Teachers design their educational escape rooms based on digital escape games and/or their experience as players of escape rooms. For digital educational games, important game design aspects are researched. Three main challenges in designing educational games are (1) the participants' transition from the real world to the game world, (2) the alignment of game design aspects and educational aspects and (3) the transfer from attained experiences and knowledge back into the real world. What this paper adds This paper evaluates an educational game design framework for escape rooms, focussing on the above-mentioned main challenges in designing educational games. It investigates the influence of the educational game design elements immersion, collaboration and debriefing, on fostering learning with a hybrid educational escape room. It informs that all three design elements contributed to students' appreciation of the escape room, whereas only immersion had a direct contribution to knowledge gain. The used hybrid escape boxes contributed most to the immersion; scaffolding students to focus on each other and the tasks. Students' collaboration was successfully fostered. However, it scarcely led to collaborative learning during gameplay, due to lack of discussion and reflection needed for deeper understanding. Implications for practice and/or policy The educational escape game framework would help educators creating immersive games, which not only confront learners with meaningful contexts but also give learning gains. The educational escape game framework would help researchers focussing on important and difficult aspects of designing and implementing educational escape rooms to develop and research more effective escape rooms. In guidelines on creating immersion in educational escape games, the notion of physical objects is lacking. In this hybrid escape room, the physical objects such as escape boxes were the most powerful in creating immersion. In addition, the use of sound design in escape games in classrooms seems overrated. Debriefing after the gameplay is perceived necessary to discuss common misunderstandings, to make connections between the topics in various puzzles and to add more content to interest high-achieving students

    The design and implementation of serious games for driving and mobility

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    The automotive and transportation sectors are showing consistent improvements in trends and standards concerning the safe and convenient travel of the road users. In this growing community of road users, the driver performance is a notable factor as many on-road mishaps emerge out of poor driver performance. In this research work, a case-study and experimental analysis were conducted to improve driver performance through the deployment of serious games. The primary motive of this work is to stimulate the on-road user performance through immediate feedback, driver coaching, and real-time gamification methods. The games exploit the cloud-based architecture to retrieve the driver performance scores based on real-time evaluation of vehicle signals and display the outcomes on game scene by reflecting the game parameters based on real-world user performance (in the context of driving and mobility). The deployment of games in cars is the topic of interest in current state-of-the-art, as there are more factors associated with it, such as safety, usability, and willingness of the users. These aspects were taken into careful consideration while designing the paradigm of gamification model. The user feedback for the real-time games was extracted through pilot tests and field tests in Genova. The gamification and driver coaching aspects were tested on various occasions (plug-in and field tests conducted at 5 European test sites), and the inputs from these field tests enabled to tune the parameters concerning the evaluation and gamification models. The improvement of user behavior was performed through a virtuous cycle with the integration of virtual sensors to the serious gaming framework. As the culmination, the usability tests for the real-time games were conducted with 18 test users to understand the user acceptance criteria and the parameters (ease of use and safety) that would contribute to the deployment of games. Other salient factors such as the impact of games, large-scale deployment, collaborative gaming and exploitation of gaming framework for 3rd party applications were also investigated in this research activity. The analysis of the usability tests states that the user acceptance of the implemented games is good. The report from usability study has addressed the user preferences in games such as duration, strategy and gameplay mechanism; these factors contribute a foundation for future research in implementing the games for mobility

    Analyzing Creativity in the Light of Social Practice Theory

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    In this work, starting from the social practice theory, we identified two kinds of creativity: a situational creativity that takes place when, starting from a defined situation, a social practice is played; and a creativity of habit that concerns the agents' capacity for generating new practices from habit when the situation is not defined or is unexpected. To test this hypothesis, the Torrance Test of Creative Thinking (Verbal Form A) was analyzed in the light of praxeology, and the results are analyzed in a computational creativity perspective
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