66 research outputs found

    Exerbraining for Schools: Combining Body and Brain Training

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    AbstractThe growing obesity problem has reinforced policymakers and educators to devise strategies that encourage introduction of novel and engaging physical activities in schools. At the same time, the gaming industry has introduced a game genre that requires the player to be physically involved in the game (e.g. Nintendo Wii, Kinect). In fact, exergames (physically activating games) is an emerging trend that may influence also the implementation of the physical education curriculum and classroom activities in the near future. In this paper we discuss the possibilities and limitations that exergames can provid e for schools. We review exergaming practices that have been introduced to schools and propose a new form of exergaming, exerbraining that combines both body and brain training and thus could fit well to school context. We report the results of the case study in which we tested an exerbraining game involving mathematical content. The results showed that students enjoyed playing the game a lot and exerbraining games can provide effective learning solutions for schools

    Using a Multi-step Research Approach to Inform the Development of a Graph Literacy Game

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    Publisher Copyright: © 2021, Springer Nature Switzerland AG.Critical reading - the ability to critically evaluate information - has become a crucial skill in our modern information society and the rise of fake news. Games might be able to help to address this rather new field of education. Therefore, we first conducted a literature analysis on the use of games that aim at supporting critical reading and media literacy. We found that most of the used games improved participants’ critical reading skills, were mostly targeted at adults, and the games focused on written information and fake news, but omitted graph literacy. Next, we ran an empirical study to investigate adolescents’ competencies in critically reading and interpreting graphs. In a storified setting, adolescents acted as fact checkers and were supposed to interpret graphs and identify misleading graphs. Our results revealed that adolescents struggled in both the identification of misleading graphs as well as the interpretation of graphs. Consequently, based on our literature review and empirical results, we developed a game to support graph reading. The design of the game is presented.Peer reviewe

    Adult readers evaluating the credibility of social media posts: Prior belief consistency and source's expertise matter most

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    The present study investigates the role of source characteristics, the quality of evidence, and prior beliefs of the topic in adult readers' credibility evaluations of short health-related social media posts. The researchers designed content for the posts concerning five health topics by manipulating the source characteristics (source's expertise, gender, and ethnicity), the accuracy of the claims, and the quality of evidence (research evidence, testimony, consensus, and personal experience) of the posts. After this, accurate and inaccurate social media posts varying in the other manipulated aspects were programmatically generated. The crowdworkers (N = 844) recruited from two platforms were asked to evaluate the credibility of up to ten social media posts, resulting in 8380 evaluations. Before credibility evaluation, participants' prior beliefs on the topics of the posts were assessed. The results showed that prior belief consistency and the source's expertise affected the perceived credibility of the accurate and inaccurate social media posts the most after controlling for the topic of the post and the crowdworking platform. In contrast, the quality of evidence supporting the health claim mattered relatively little. The source's gender and ethnicity did not have any effect. The results are discussed in terms of first- and second-hand evaluation strategies.Comment: 16 pages, 4 figures including the appendix. Submitted to a journal for peer revie

    Flow Experience as a Quality Measure in Evaluating Physically Activating Collaborative Serious Games

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    The measurement of the subjective playing experience is important part of the game development process. The enjoyment level that a serious game offers is a key factor in determining whether a player will be engaged in the gameplay and achieve the objectives of the game. In this paper we report the results of a game design process in which two prototypes of a collaborative exergame were studied. The main aim of the paper is to explore to what extend the measurement of flow experience can facilitate the game evaluation and design process. Alltogether 102 junior high school students participated in two user experience studies and played collaborative exergames designed to teach soft skills. Playing experience was measured with a flow questionnaire, playing behavior was observed and some of the players were interviewed. The results showed that flow experience can be used to evaluate the overall quality of the gameplay and it provides a structured approach to consider the quality of the game. However, flow does not provide detailed information about the shortages of the game and thus complementary methods is needed to identify the causes. The results also indicated that flow experience was independent of gender that supports its use in quality measurement

    Acceptance of Game-Based Learning and Intrinsic Motivation as Predictors for Learning Success and Flow Experience

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    There is accumulating evidence that engagement with digital math games can improve students' learning. However, in what way individual variables critical to game-based learning influence students' learning success still needs to be explored. Therefore, the aim of this study was to investigate the influence of students' acceptance of game-based learning (e. g., perceived usefulness of a game as a learning tool, perceived ease of use), as well as their intrinsic motivation for math (e. g., their math interest, self-efficacy) and quality of playing experience on learning success in a game-based rational number training. Additionally, we investigated the influence of the former variables on quality of playing experience (operationalized as perceived flow). Results indicated that the game-based training was effective. Moreover, students' learning success and their quality of playing experience were predicted by measures of acceptance of game-based learning and intrinsic motivation for math. These findings indicated that learning success in game-based learning approaches are driven by students' acceptance of the game as a learning tool and content-specific intrinsic motivation. Therefore, the present work is of particular interest to researchers, developers, and practitioners working with gamebased learning environments

    Does the emotional design of scaffolds enhance learning and motivational outcomes in game-based learning?

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    Background: In recent years, the importance of emotions in learning has been increasingly recognized. Applying emotional design to induce positive emotions has been considered a means to enhance the instructional effectiveness of digital learning environments. However, only a few studies have examined the specific effects of emotional design in game-based learning.Objectives: This quasi-experimental study utilized a value-added research approach to investigate whether emotional design applied to scaffolding in a game-based learning environment improves learning and motivational outcomes more than emotionally neutral scaffolding.Methods: A total of 138 participants, mean age of 11.5 (SD = 0.73) participated in the study. A total of 68 participants played the base version of a fraction learning game (Number Trace), where scaffolding was provided with emotionally neutral mathematical notations, and 70 participants played the value-added version of the game using emotionally designed animated scaffolding agents. Pre-and post-tests were used to measure conceptual fraction knowledge and self-reported measures of situational interest and situational self-efficacy to evaluate motivational outcomes.Results and Conclusions: Our results indicate that the emotional design applied to scaffolds can improve the educational value of a game-based learning environment by enhancing players' situational interest and situational self-efficacy. However, although the intervention improved the participants' conceptual fraction knowledge, there was no significant difference between the scaffolding conditions in participants' learning outcomes.Takeaways: The results suggest that emotional design can increase the educational impact of game-based learning by promoting the development of interest, as well as improving self-efficacy.</p

    Does the emotional design of scaffolds enhance learning and motivational outcomes in game-based learning?

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    Background In recent years, the importance of emotions in learning has been increasingly recognized. Applying emotional design to induce positive emotions has been considered a means to enhance the instructional effectiveness of digital learning environments. However, only a few studies have examined the specific effects of emotional design in game-based learning. Objectives This quasi-experimental study utilized a value-added research approach to investigate whether emotional design applied to scaffolding in a game-based learning environment improves learning and motivational outcomes more than emotionally neutral scaffolding. Methods A total of 138 participants, mean age of 11.5 (SD = 0.73) participated in the study. A total of 68 participants played the base version of a fraction learning game (Number Trace), where scaffolding was provided with emotionally neutral mathematical notations, and 70 participants played the value-added version of the game using emotionally designed animated scaffolding agents. Pre-and post-tests were used to measure conceptual fraction knowledge and self-reported measures of situational interest and situational self-efficacy to evaluate motivational outcomes. Results and Conclusions Our results indicate that the emotional design applied to scaffolds can improve the educational value of a game-based learning environment by enhancing players' situational interest and situational self-efficacy. However, although the intervention improved the participants' conceptual fraction knowledge, there was no significant difference between the scaffolding conditions in participants' learning outcomes. Takeaways The results suggest that emotional design can increase the educational impact of game-based learning by promoting the development of interest, as well as improving self-efficacy.publishedVersionPeer reviewe

    Motivation and Emotions in a Health Literacy Game : Insights from Co-occurrence Network Analysis

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    Accumulating evidence indicates that game-based learning is emotionally charged. However, little is known about the nature of emotions in game-based learning. We extended previous game-based learning research by examining epistemic emotions and their relations to flow experience and situational interest. Sixty-eight 15–18-year-old students played the Antidote COVID-19 game for 25 min. Epistemic emotions, flow, and situational interest were measured after the playing session. These measures indicated that the game engaged students. Students reported significantly higher intensity levels of positive epistemic emotions (excitement, surprise, and curiosity) than negative epistemic emotions (boredom, anxiety, frustration, and confusion). The co-occurrence network analyses provided insights into the relationship between flow and situational interest. We found an asymmetrical pattern of the “situational interest-flow” co-occurrence. When situational interest occurred, the flow was always co-occurring. This co-occurrence suggests that situational interest could be a prerequisite or a potential trigger for flow experience but not an adequate state ensuring a high flow experience. Further, flow and situational interest co-occurred mainly with positive epistemic emotions. The findings imply that flow and situational interest are similar constructs and share several characteristics. The study also demonstrated that epistemic emotions, flow, and situational interest can be used as proxies of engagement. Implications of the findings are discussed.publishedVersionPeer reviewe

    GEL: Exploring Game Enhanced Learning

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    AbstractA brief presentation is given of the objectives and activities pursed in GEL (Game Enhanced Learning), a Theme Team initiative financed by the STELLAR Network of Excellence in Technology Enhanced Learning (TEL) during year 2011 - 2012. Some of GEL's main outputs relevant to the Serious Games research field are also outlined
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