38 research outputs found

    Analysis of the Supporting Websites for the Use of Instructional Games in K-12 Settings

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    This article identifies resources to be included in a website designed to facilitate the integration of instructional games in K-12 settings. Guidelines and supporting components are based on a survey of K-12 educators who are integrating games, an analysis of existing instructional game websites, and summaries of literature on the use of educational software in K-12 settings and teacher technology training. The results indicate that educators face three main challenges when integrating games, including: (a) technical and logistical requirements, (b) curriculum integration, and (c) teacher training. To overcome these challenges, K-12 educators should be provided with: (a) curriculum resources, (b) game information and support, and (c) communication tools. Websites designed to facilitate the use of instructional games should be designed with appropriate structures (ie, grid, web, hierarchy) to optimize organization and simplicity. In addition, the websites should include teacher training that (a) apply a teacher training model, (b) address National Educational Technology Standards (NETS), (c) present contents in small doses, (d) make training and information as accessible as possible, and (e) model and mentor the use of instructional games

    A comparison of methodological frameworks for digital learning game design

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    Methodological frameworks guide the design of digital learning game based on well founded learning theories and instructional strategies. This study presents a comparison of five methodological frameworks for digital learning game design, highlighting their similarities and differences. The objective is to support the choice of an adequate framework, aiming to promote them as a way to foster principled digital learning games design. This paper concludes that: (i) interactivity, engagement and increasing complexity of challenges are fundamental factors to digital learning game design; (ii) the pedagogical base, the target, the possibility of doing game assessment and the presence of practical guidelines are the selection criteria that influence most the choice of a methodological framework, and (iii) the development of digital learning games - preferably by different research teams - is needed to provide empirical evidence of the utility of framework-based design

    Exploring Emotion Representation to Support Dialogue in Police Training on Child Interviewing

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    Police officers when dealing with interviewing children have to cope with a complex set of emotions from a vulnerable witness. Triggers for recognising those emotions and how to build rapport are often the basis of learning exercises. However, current training pulls together the full complexity of emotions during role-playing which can be over-whelming and reduce appropriate learning focus. Interestingly a serious game’s interface can provide valuable training not because it represents full complex, multimedia interactions but because it can restrict emotional complexity and increase focus during the interactions on key factors for emotional recognition. The focus of this paper is to report on a specific aspect that was explored during the development of a serious game that aims to address the current police-training needs of child interviewing techniques, where the recognition of emotions plays an important role in understanding how to build rapport with children. The review of literature reveals that emotion recognition, through facial expressions, can contribute significantly to the perceived quality of communication. For this study an ‘emotions map’ was created and tested by 41 participants to be used in the development of a targeted interface design to support the different levels of emotion recognition. The emotions identified were validated with a 70 % agreement across experts and non-experts highlighting the innate role of emotion recognition. A discussion is made around the role of emotions and game-based systems to support their identification for work-based training. As part of the graphical development of the Child Interview Stimulator (CIS) we examined different levels of emotional recognition that can be used to support the in-game graphical representation of a child’s response during a police interview

    Analysis of the Supporting Websites for the Use of Instructional Games in K-12 Settings

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    This article identifies resources to be included in a website designed to facilitate the integration of instructional games in K-12 settings. Guidelines and supporting components are based on a survey of K-12 educators who are integrating games, an analysis of existing instructional game websites, and summaries of literature on the use of educational software in K-12 settings and teacher technology training. The results indicate that educators face three main challenges when integrating games, including: (a) technical and logistical requirements, (b) curriculum integration, and (c) teacher training. To overcome these challenges, K-12 educators should be provided with: (a) curriculum resources, (b) game information and support, and (c) communication tools. Websites designed to facilitate the use of instructional games should be designed with appropriate structures (ie, grid, web, hierarchy) to optimize organization and simplicity. In addition, the websites should include teacher training that (a) apply a teacher training model, (b) address National Educational Technology Standards (NETS), (c) present contents in small doses, (d) make training and information as accessible as possible, and (e) model and mentor the use of instructional games

    Word Score: A serious vocabulary game for primary school underachievers

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    This paper describes a study of “Word Score”, a serious game designed to extend the vocabulary of pupils in upper primary school in the Netherlands. Word Score was used in one school community as part of the national project “Educational Time Extension” (ETE). In ETE class time is extended beyond normal school hours with the aim of improving the learning outcomes of under-performing pupils. The study showed that the use of Word Score can be effective during ETE. The vocabulary of the pupils who played the game outside the regular class time significantly increased. The experiences of both pupils and teachers were very positive. The pupils liked playing Word Score and the teachers were very enthusiastic about the game and the pupils’ result

    Effects of game‐based learning on students' mathematics achievement: A meta‐analysis

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    https://kent-islandora.s3.us-east-2.amazonaws.com/node/18215/88541-thumbnail.jpgThis meta-analysis investigated the effects of learning video games on mathematics achievement of PreK-12th-grade students compared with traditional classroom instructional methods. Results from the 24 collected studies showed heterogeneity among effect sizes, both in magnitude and direction. Using a random effects model, a small but marginally significant overall effect (d over bar RE=0.13,p=.02) suggested that mathematics video games contributed to higher learning gains as compared with traditional instructional methods. In addition, moderator analyses were mixed in terms of statistical significance and explored effect-size heterogeneity across effects using grade level, instrument type, length of game-based intervention, country, publication type, and study year characteristics. Overall findings indicate that video games are a slightly effective instructional strategy for teaching mathematics across PreK-12th-grade levels.</p
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