77,231 research outputs found

    Digital Game Based Learning in Business Management Education: A Step from Entertainment to Digital Literacy

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    Recent years have seen an escalating interest in the use of digital games in pursuit of educational goals. The present research also examined the impact of using digital games on learning in higher education. Female participants (N=46) from a women university in Pakistan were assigned to an experimental condition. The effect of game design with moderating effect of 3D dimension modelling, game contents and social context was examined on learning effectiveness. Results found significant impact of game design with moderating effect of 3D dimension modelling and game contents on learning satisfaction. However, results did not show a significant impact of collaboration on learning satisfaction during the experimental play session. Results are discussed in terms of the potential for higher education learning games and technology to increase students’ perceived learning effectiveness. This study reinforces the use of digital games in higher education. It also emphasize the necessity of further research to evaluate the academic value of digital games in students’ learning and knowledge retention. Keywords: Higher Education, games, learning, Game Design, Game content

    Designing adaptivity in educational games to improve learning

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    The study of pedagogy has shown that students have different ways of learning and processing information. Students in a classroom learn best when being taught by a teacher who is able to adapt and/or change the pedagogical model being used, to better suit said students and/or the subject being taught. When considering other teaching mediums such as computer-assisted learning systems or educational video games, research also identified the benefits of adapting educational features to better teach players. However, effective methods for adaptation in educational video games are less well researched.This study addresses four points regarding adaptivity within educational games. Firstly, a framework for making any game adaptive was extracted from the literature. Secondly, an algorithm capable of monitoring, modelling and executing adaptations was developed and explained using the framework. Thirdly, the algorithm's effect on learning gains in players was evaluated using a customised version of Minecraft as the educational game and topics from critical thinking as the educational content. Lastly, a methodology explaining the process of utilising the algorithm with any educational game and the evaluation of said methodology were detailed

    A Systematic Literature Review of Empirical Studies on Learning Analytics in Educational Games

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    Learning analytics (LA) in educational games is considered an emerging practice due to its potential of enhancing the learning process. Growing research on formative assessment has shed light on the ways in which students' meaningful and in-situ learning experiences can be supported through educational games. To understand learners' playful experiences during gameplay, researchers have applied LA, which focuses on understanding students' in-game behaviour trajectories and personal learning needs during play. However, there is a lack of studies exploring how further research on LA in educational games can be conducted. Only a few analyses have discussed how LA has been designed, integrated, and implemented in educational games. Accordingly, this systematic literature review examined how LA in educational games has evolved. The study findings suggest that: (1) there is an increasing need to consider factors such as student modelling, iterative game design and personalisation when designing and implementing LA through educational games; and (2) the use of LA creates several challenges from technical, data management and ethical perspectives. In addition to outlining these findings, this article offers important notes for practitioners, and discusses the implications of the study’s results

    Learning about sustainability through experiencing complex, adverse conditions typical of the South : reflections from the African Catchment Games played in Finland 2008

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    The African Catchment Game is an innovative role playing game which was played twice in Finland in 2008 as part of the CIMO funded collaboration between Finland Futures Research Centre and Rhodes University. It simulates a "real imaginary country" and enables participants to explore and experience how southern countries may or may not develop scenarios of sustainable resource extraction and consumption. New processes modelling climatic variability, water management and consumption were introduced for these two game runs. This imaginary country has roles for an urban/industrial sector, the informal sector, trading intermediaries, overseas trade, a government comprised of a president and two ministers, peasant and commercial farmers. Chapman's original game, Green Revolution Game/Exaction, is based on systems and complexity theories from the 1970s and 1980s. Our modifications to Chapman’s game are underpinned by theories of Complex Adaptive Systems and educational approaches based on constructivist, active/experiential learning models. The paper presents an analysis of the two Finnish games from the perspectives of the participants and the game managers. Participants’ information came from pre and post game questionnaires and the focus group discussions that were part of the debriefing pro-cess. These two methods enabled us to examine the local and network processes which de-veloped during the games. Global scale processes of production, consumption, resource utilization, trading and water provision was collected by the game managers as part of their management processes throughout each game run. Our analysis shows that the par-ticipants’ understanding altered and deepened as a result of playing the game. The nature of the game, as a Complex Adaptive System, and the constructivist learning approach through which the game is experienced means that lessons of a more universal nature cannot be extrapolated

    State-of-the-Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning

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    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. However, the adoption of such a seductive learning method engenders a range of technical, educational and pedagogical challenges, including: (i) how to enable domain experts - with little computer games development skills – to plan, develop and update their teaching material without going through endless and laborious iterative cycles of software and content development and/or adaptation; (ii) how to choose the right mix of entertainment and game playing to deliver the required educational and pedagogical lesson/teaching material; and (iii) how to reuse existing games software frameworks and associated editing environments for game-based learning. Much research is already underway at addressing the stated challenges; however, these approaches do not address the key challenge of facilitating the planning and development of teaching material with the right mix of pedagogical elements, educational components and fun. Thus, this study aims to investigate the use of model-driven software engineering approaches to facilitate non-technical domain experts (teachers) to plan, develop and maintain game-based learning resources regardless of the intricacies of the game engine/environment (platform) used. This article investigates the state-of-the-art in model-driven game development to provide a summary of developments in game design languages, game software modelling languages, game models, game software models, model-driven game frameworks, game software frameworks, model-driven engineering tools and assistive user interfaces. The findings from this survey will prove a useful guide for future development of high-level educational game creation tools for game-based learning

    The added value of implementing the Planet Game scenario with Collage and Gridcole

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    This paper discusses the suitability and the added value of Collage and Gridcole when contrasted with other solutions participating in the ICALT 2006 workshop titled “Comparing educational modelling languages on a case study.” In this workshop each proposed solution was challenged to implement a Computer-Supported Collaborative Learning situation (CSCL) posed by the workshop’s organizers. Collage is a pattern-based authoring tool for the creation of CSCL scripts compliant with IMS Learning Design (IMS LD). These IMS LD scripts can be enacted by the Gridcole tailorable CSCL system. The analysis presented in the paper is organized as a case study which considers the data recorded in the workshop discussion as well the information reported in the workshop contributions. The results of this analysis show how Collage and Gridcole succeed in implementing the scenario and also point out some significant advantages in terms of design reusability and generality, user-friendliness, and enactment flexibility

    A Transversal Analysis of Different Learning Design Approaches

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    The goal of the ICALT workshop "Comparing Educational Modelling* Languages on a Case Study" was to compare different Learning Design approaches. Various teams were asked to design and implement a common case study and to answer common given challenges. Then, a special issue on "Comparing Educational Modelling Languages on the "Planet Game Case Study"" was proposed to give the workshop challengers the opportunity to describe their solution in more detail. It is now time to make the comparison. Based on an in-depth analysis and many exchanges with the teams involved, this paper introduces the approaches and highlights current challenges in the Learning Design field in connection with the pitfalls included in the case study and the given challenges.Editors: Laurence Vignollet (Université de Savoie, France)

    Second Life as a Learning and Teaching Environment for Digital Games Education

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    Previous studies show that online virtual worlds can contribute to the social aspects of distance learning, improve student engagement, and enhance students’ experience as a whole [4]; [3]. This paper reviews previous research of using online virtual worlds in teaching and learning, compares Second Life with traditional classroom sessions and the Blackboard, and discusses the benefits and problems of using virtual environments in the post-sixteen education and how they affect students’ learning. It also reports a study of using Second Life as an educational environment for teaching games design at undergraduate level, and investigates the impacts and implications of online virtual environments on learning and teaching processes and their application to digital games education. The sample was 27 first year students of the Computer Games Modelling and Animation course. Students’ views on using Second Life for learning and teaching were collected through a feedback questionnaire. The results suggest that virtual learning environments like Second Life can be exploited as a motivational learning tool. However, problems such as identify issues and lacking of role markers may change student behaviour in virtual classroom. We discuss this phenomenon and suggest ways to avoid it in the preparation stage
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