1,064,051 research outputs found
Game-based learning or game-based teaching?
Emerging technologies for learning report - Article exploring games based learning and its potential for edcuatio
Game Based Learning for Safety and Security Education
Safety and security education are important part of technology related education, because of recent number of increase in safety and security related incidents. Game based learning is an emerging and rapidly advancing forms of computer-assisted instruction. Game based learning for safety and security education enables students to learn concepts and skills without the risk of physical injury and security breach. In this paper, a pedestal grinder safety game and physical security game have been developed using industrial standard modeling and game development software. The average score of the knowledge test of grinder safety game was 82%, which is higher than traditional lecture only instruction method. In addition, the survey of physical security game shows 84% average satisfaction ratio from high school students who played the game during the summer camp. The results of these studies indicated that game based learning method can enhance students' learning without potential harm to the students
A game based approach to improve traders' decision-making
Purpose: The development of a game based approach to improving the decision-making capabilities of financial traders through attention to improving the regulation of emotions during trading.
Design/methodology/approach: The project used a design-based research approach to integrate the contributions of a highly inter-disciplinary team. The approach was underpinned by considerable stakeholder engagement to understand the ‘ecology of practices’ in which this learning approach should be embedded.
Findings: Taken together, our 35 laboratory, field and evaluation studies provide much support for the validity of our game based learning approach, the learning elements which make it up, and the value of designing game-based learning to fit within an ecology of existing practices.
Originality/value: The novelty of the work described in the paper comes from the focus in this research project of combining knowledge and skills from multiple disciplines informed by a deep understanding of the context of application to achieve the successful development of a Learning Pathway, which addresses the transfer of learning to the practice environment
Key words: Design-based research, emotion-regulation, disposition–effect, financial traders, serious games, sensor-based game
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Game-Based Learning in Engineering Education
The new generation of undergraduates entering UK higher education have grown up with computer games of ever increasing sophistication. In this educational project a race game, Racing Academy, was developed to investigate how game technology and gaming communities could enhance undergraduate engineering education. The computer game embodied the principles of engineering dynamics to simulate and display in real time a car drag race in which students ‘designed’ their car by selecting an engine, tyres and gearbox from a set menu. The aim was to complete a set course in the minimum time and graphically display the dynamic performance in order to better understand the engineering system. The students and staff involved in this project provided extensive feedback on the exercise and identified the visual nature of game-based learning software as a positive feature that helped illustrate engineering dynamics. Game-based learning communities, organised around tutor groups, were seen as an excellent way of encouraging an element of competition in a small non-threatening environment while discussion forums based around Moodle provided efficient support for the large group of 160 students. Finally, learning through ‘doing’ in a game environment was proven to be a successful method of illustrating physical phenomena
Learning spillover and analogy-based expectations: a multi-game experiment
We consider a multi-game interactive learning environment and ask ourselves
whether long run behaviors in one game are a¤ected by behaviors in the other,
i.e whether there are learning spillovers. Our main �nding is that learning
spillovers arise whenever the feedback provided to subjects about past play is
not easily accessible game by game and thus subjects get a more immediate
impression about aggregate distributions. In such a case, long run behaviors
stabilize to an analogy-based expectation equilibrium (Jehiel 2005), thereby
suggesting how one should broaden the notion of equilibrium to cope with
learning spillovers
The Effect Of Adobe Flash Based Educating Game On Cognitive Capability Of Early Age Children In Tk Aisyiyah I Gumpang
This research was intended to study whether Adobe Flash based education game can improve cognitive capability of early age children in TK Aisyiyah I Gumpang class B, particularly in simple number recognition subject.
The research used true experiment method. Samples in this research were students of B2 class and students of B3 class TK Aisyiyah I Gumpang. Class B3 as much 25 students was experimental class obtaining learning treatment using adobe flash based education game, while class B2 as much 22 students is a control class obtaining conventional learning method. Research design used was posttest only control design. Posttest was conducted four times. Research instrument was education game for experimental class and essay test for control class. Data was analyzed using normality test and Mann-Whitney test to identify effect of adobe flash based education game on student learning result.
The results indicated that (1) in posttest I there was no significant effect for using education game on cognitive capability of early age children. (sig.(p) 0.649>0.05); (2) in posttest II there is significant effect for using education game on cognitive capability of early age children (sig.(p) 0.039<0.05); (3) in posttest III there was significant effect for using education game on cognitive capability of early age children, sig. (p) 0.040<0.05); (4) in posttest IV there is significant effect for using education game on cognitive capability of early age children (sig. (p) 0.025<0.05). It indicated that use of Adobe Flash based education game give significant effect on Adobe Flash based education game simple number recognition subject.
Keywords: education game, conventional, cognitiv
Using formal game design methods to embed learning outcomes into game mechanics and avoid emergent behaviour
This paper offers an approach to designing game based learning experiences inspired by the Mechanics-Dynamics-Aesthetics (MDA) model (Hunicke et al, 2004) and the elemental tetrad (Schell, 2008) model for game design. A case for game based learning as an active and social learning experience is presented including arguments from both teachers and game designers concerning the value of games as learning tools. The MDA model is introduced with a classic game- based example and a non-game based observation of human behaviour demonstrating a negative effect of extrinsic motivators (Pink, 2011) and the need to closely align or embed learning outcomes into game mechanics in order to deliver an effective learning experience. The MDA model will then be applied to create a game based learning experience with the goal of teaching some of the aspects of using source code control to groups of Computer Science students. First, clear aims in terms of learning outcomes for the game are set out. Following the learning outcomes the iterative design process is explained with careful consideration and reflection on the impact of specific design decisions on the potential learning experience, and the reasons those decisions have been made and where there may be conflict between mechanics contributing to learning and mechanics for reasons of gameplay. The paper will conclude with an evaluation of results from a trial of computer science students and staff, and the perceived effectiveness of the game at delivering specific learning outcomes, and the approach for game design will be assessed
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