119 research outputs found
A serious game for programming in higher education
Programming is a highly difficult skill which is a constituent of many undergraduate programmes at Higher Education (HE) level. With the advancement of games technology there is an increasing opportunity for educators to provide innovative assessment tools for students on their courses which are highly immersive and graphically indicative of the times. This could potentially be in a supplementary capacity or to a greater extent inextricably linked to the learning outcomes and assessment outcomes. Notably serious games and Games-Based Learning (GBL) have received high levels of attention from educationalists due to being motivational, novel learning approaches. This paper will outline two empirical studies conducted to develop a game to teach programming at HE level. The first study will gauge the acceptability of a computer game for teaching programming and formulating content integration development requirements. The second study will outline the evaluation of the developed game being placed in a module as a formative assessment tool to assist learners to revise for their formal class test. Study one showed that acceptability of the game was high with 61 participants completing an acceptability/content integration questionnaire. The game was designed to consolidate knowledge on rudimentary and advanced programming concepts, data structures and algorithms. 48 participants evaluated the game in study two with the results generally indicating that they enjoyed playing the game as a revision alternative with 14% of participants rating it as very effective and 51% of participants as effective for allowing them to prepare for their class test. The majority of participants also believed that games could be utilised in a formative and summative assessment capacity on courses for independent study
Developing graduate attributes through competitive gameplay and learning theories
The term competitive gameplay or gaming is predominantly associated with esports. Esports, a synonym, or abbreviation for electronic sports is an industry that has a global outreach with a lucrative market. This is accentuated by the event driven, business model focus and organised competitive events, often involving sponsorship. These additional characteristics associated with esports is what distinguishes it from traditional or casual gaming. Though esports games can be played individually, they are predominantly viewed as a team activity. Beyond the debate as to whether esports can be classified as a sport, it is an area that has attracted a significant amount of academic research. Research areas have often included esports psychology, esports player health and nutrition and esports management. Some research studies have also reviewed how esports have the potential to e.0quip esports players with relevant 21st century skills such as critical and lateral thinking. One area where esports appears to be under researched is in the relationship between competitive gameplay and learning theories. It can be argued that this is an important consideration when delivering esports from an educational perspective. The aim of this paper is to provide a scoping review of the esports literature identifying empirical research associated with competitive gaming and graduate attributes. Esports game genres will be explored from a gameplay perspective demonstrating via learning theory examples how these games can facilitate graduate attributes in players. Exploring the domain of esports game genres, learning theories and meta-skills, the paper presents a conceptual model illustrating the interrelationship between these areas. The paper also has practical value to educators, who may be as yet unfamiliar with esports, informing them of the subject’s educational benefits from a graduate attribute and employability perspective
Designing a 3D serious game about career pathways in the games industry
The aim of this paper is to give a detailed overview of the development of a 3D serious game that informs game students about career pathways in the games industry. The paper provides a scoping review on the key principles related to serious game design. These core design issues are reiterated in relation to how the development of the game has adhered to them. The paper illustrates the game’s audit trail in terms of implementation providing a development blueprint for other educators to follow when developing an educational game. The learning outcomes of the game are also accentuated and how the implementation of the game has catered for them. An important aspect of the paper is to highlight how the underlying aspects of game design can accommodate intrinsic content and motivation whilst accommodating the various pedagogical frameworks embedded in the gameplay. The characterising goals of the game have adopted a linear and cyclical approach that allows the player to progress through the gameplay completing formative and summative assessment challenges. The serious game was developed using the Unity game engine adopting a hub and spoke design. A key challenge when designing the game was how to ensure that the game remained endogenous when designing the game’s levels. The design considerations presented in this paper provide a solid implementational framework about how to implement principles of learning and assessment associated with employability skill sets with a specific focus to the games industry
Design of a serious game to teach esports concepts and career pathways
The popularity of esports has gained public interest over the past decade, leading to the industries evolution, providing further avenues for career prospects and educational outreach. Esports, abbreviated from electronic sports, is the nature of playing video games casually or professionally at a competitive capacity, either as an individual, or as a team. Previous research areas in esports have focused on education, psychological factors, health and nutrition, business management, performance review, and commercialisation, factoring in the relevance of esports in sports and supporting terms. The industry has different avenues and perspectives that are advantageous to develop innovative approaches, providing information about the industry, and improving the understanding for the wider general audience. Serious games and games-based learning provides the opportunity to educate and inform about the phenomenon of esports and the potential career industry pathways. This paper presents a conceptual design for an esports serious game to educate players about esports in relation to career pathways and genres. Investigation and adaption of serious game frameworks (e.g. Learning Mechanics-Game Mechanics, Activity Theory Model of Serious Games) will be adhered to through the research. This will lead to the development of a serious game for potential stakeholders to assist in their interests in studying or learning about esports and its multi-faceted career opportunities through simulated scenarios. A mixed methods approach will support the increased frequency of new esports programmes in secondary, further, and higher education, using a serious game to inform prospective students in relation to potential career avenues. The conceptual design idea presented in this paper will support the initial research steps of a serious game to teach about esports
A narrative literature review of games, animations and simulations to teach research methods and statistics
Basic competence in research methods and statistics is core for many undergraduates but many students experience difficulties in acquiring knowledge and skills in this area. Interest has recently turned to serious games as providing engaging ways of learning. The CHERMUG project was developed against this background to develop games to support students in learning about research methods and statistics. As a first step in designing the CHERMUG games a narrative literature review was carried out to establish whether similar games, animations and simulations already existed. Search terms used in the literature review included varied terms for digital games, simulations and animations, terms relevant to the twin goals of learning and engagement in games and terms for research methods and statistics. Application of the inclusion criteria led to 26 papers which were considered relevant. Synthesis of the papers suggested that there is reason to be optimistic that a game-based approach might be effective in learning in this area.This research was supported by a grant from the European Community under the Lifelong Learning Programme project nr. 519023-LLP-1- 2011-1-UK-KA3-KA3MP
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