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1.
The unprecedented growth in numbers of children playing computer games has stimulated discussion and research regarding what, if any, educational value these games have for teaching and learning. The research on this topic has primarily focused on children as players of computer games rather than builders/constructors of computer games. Recently, several game companies, such as BioWare Corp. and Bethesda Softworks, have released game story creation tools to the public, along with their games. However, a major obstacle to using these commercial tools is the level of programming experience required to create interactive game stories. In this paper, we demonstrate that a commercial game story construction tool, BioWare Corp.’s Aurora Toolset, can be augmented by our new tool, ScriptEase, to enable students in two grade ten English classes to successfully construct interactive game stories. We present evidence that describes the relationship between interactive story authoring and traditional story authoring, along with a series of factors that can potentially affect success at these activities: gender, creativity, intellectual ability, previous experiences with programming, time playing computer games, and time spent online. Results indicate that students can successfully construct sophisticated interactive stories with very little training. The results also show no gender differences in the quality of these interactive stories, regardless of programming experience or the amount of time per week playing computer games or participating in general online activities, although a subset of female students did show a slightly higher level of performance on interactive story authoring. In the educational context of this study, we show that ScriptEase provides an easy-to-use tool for interactive story authoring in a constructionist learning environment.  相似文献   

2.
Curricular schooling can benefit from the usage of educational computer games, but it is difficult to integrate them in the formal schooling system. Here, we investigate one possible approach to this integration, which capitalizes on using a micro-game that can be played with a teacher’s guidance as a supplement after a traditional expository lecture followed by a debriefing. The game’s purpose is to reinforce and integrate part of the knowledge learnt during the lecture. We investigated feasibility of this approach in a quasi-experimental study in 70 min long seminars on the topic of animal learning at 5 classes at 4 different high-schools in the Czech Republic. Each class was divided to two groups randomly. After an expository lecture, the game group played a game called Orbis Pictus Bestialis while the control group received an extra lecture that used media-rich materials. The time allotment was the same in both groups. We investigated the immediate and one month delayed effects of the game on students’ knowledge reinforced and integrated by the game as well as on knowledge learnt during the expository lecture but not strengthened by the game. We also investigated students’ overall appeal towards the seminar and its perceived educational value. Data from 100 students were analysed. The results showed that a) the game-playing is comparable to the traditional form of teaching concerning immediate knowledge gains and has a significant medium positive effect size regarding retention, b) the game-playing is not detrimental to information transmitted in the expository lecture but not strengthened by the game, c) perceived educational value and the overall appeal were high in the game group, nevertheless the perceived educational value was slightly lower in the game group comparing to the traditional group. Our results suggest that the proposed approach of harnessing educational computer games at high-schools is promising.  相似文献   

3.
This paper provides a rationale for a class of mobile, casual, and educational games, which we call UbiqGames. The study is motivated by the desire to understand how students use educational games in light of additional distractions on their devices, and how game design can make those games appealing, educationally useful, and practical. In particular, we explain the choices made to build an engaging and educational first example of this line of games, namely Weatherlings. Further, we report results from a pilot study with 20 students that suggest that students are engaged by the game and are interested in learning more about academic content topics, specifically weather and climate, after playing the game. Research should continue to determine whether Weatherlings specifically does increase learning in these areas, and more generally to determine whether any learning gains and similar results with regard to engagement can be replicated in other content areas following the general model for game design.  相似文献   

4.
Game-based learning and 21st century skills have been gaining an enormous amount of attention from researchers and practitioners. Given numerous studies support the positive effects of games on learning, a growing number of researchers are committed to developing educational games to promote students’ 21st century skill development in schools. However, little is known regarding how games may influence student acquisition of 21st century skills. This paper examines the most recent literature in regard to game-based learning and identified 29 studies which targeted 21st century skills as outcomes. The range of game genres and game design elements as well as learning theories used in these studies are discussed, together with the range of indicators, measures and outcomes for impacts on 21st century skills. The findings suggest that a game-based learning approach might be effective in facilitating students’ 21st century skill development. The paper also provides valuable insights for researchers, game designers, and educators in issues related to educational game design and implementation in general.  相似文献   

5.
The aim of this paper is to describe a methodology for using Cultural‐Historical Activity Theory (CHAT) at the initial stages of the design process of an educational game, by exploring how the theory can be used as a framework for producing not only usable but also useful computer tools. The research also aimed to investigate how the theory could be used for designing computer tools for learning science. Although CHAT and specifically the concepts of ‘activity system’ and ‘contradictions’ were used as the basis for the design and development of the educational game, subsidiary design guidelines also contributed significantly to this process. These derived from the research fields of Human Computer Interaction and Science Education and from students' everyday experiences when playing video games at home. The educational game produced was concerned with the teaching and learning of ‘Expansion and Contraction of Air’ in primary science, a subject that existing research suggests is conceptually difficult for students. As far as the main outcomes of the study are concerned, it was revealed through the implementation of the game that contradictions could be adequately resolved, while stakeholders' needs and motives could be appropriately addressed.  相似文献   

6.
Virtual reality or video games show great potential as low-cost and effective interventions for improving balance and cognitive function in older adults. This research describes the design and acceptability of a serious game (CityQuest) aimed at improving balance confidence, spatial navigation, and perceptual function in older adults with the use of a virtual environment and a balance board. Community-dwelling healthy (N?=?28) and fall-prone (N?=?28) older adults were pseudo-randomly assigned to train with CityQuest or one of two control games developed to evaluate the specific effects of the CityQuest game. Following completion of 10 training sessions, participants completed questionnaires measuring their acceptability of the game as a falls-related intervention, game experience, and subjective cognitive or balance confidence changes associated with the game. The results revealed high acceptance scores of the game and positive game experiences for all three game conditions. Older adults prone to falls reported a greater reduction in fear of falling and greater improvement in vigilance following training, compared to healthy older adults. These findings suggest that a serious game based on VR technology that trains both motor and cognitive processes is perceived to be beneficial and acceptable to healthy and fall-prone older adults.  相似文献   

7.
Despite the alleged ability of digital game-based learning (DGBL) to foster positive affect and in turn improve learning, the link between affectivity and learning has not been sufficiently investigated in this field. Regarding learning from team-based games with competitive elements, even less is known about the relationship between competitiveness (as a dispositional trait) and induced positive affect. In this media comparison study with between-subject design, participants (N?=?325; high school and college students) learned about the EU’s policy agenda by means of a debate-based method delivered through one of three educational media: a) through a social role-playing game with competitive elements played on computers, b) through a very similar game played without computers and c) through a non-game workshop. Unlike many previous DGBL studies, this study used participant randomization and strived to address the teacher effect and the length of exposure effect, while also using the same learning materials and a very similar educational method for all three treatments. Both games induced comparatively higher generalized positive affect and flow. Participants also learned more with the games. Positive affect, but not flow, mediated the influence of educational media on learning gains. Participants’ competitiveness was partly related to positive affect and experiencing flow but unrelated to learning gains. These outcomes held both when the game was played using computers, as well as without them. The study indicates that the ability of an educational intervention to instigate positive affect is an important feature that should be considered by educational designers.  相似文献   

8.
The growing adoption of educational simulation games in construction pedagogy has significantly impacted student learning. One game, the Virtual Construction Simulator 4 (VCS4), has been found to support student learning of how to solve complex construction problems. However, further research is warranted to evaluate the thinking processes that students engage while playing the game. This study examines those thinking processes by analyzing verbal protocols collected as students thought aloud while playing VCS4 game modules and resulting verbal protocols were coded to capture both cognitive and metacognitive operations. Patterns of thought revealed by this coding were then compared to the patterns expected based on the intentions of game design. The results show that students do generally exhibit the expected patterns. These findings support the claim that students engaged in complex higher-order thinking processes and skills, which evolved based on the types of construction projects.  相似文献   

9.
Abstract   In recent years, digital games have assumed an important place in the lives of children and adolescents. Effective content design is crucial to the success of digital game-based learning. Therefore, the tool for assessing the effectiveness of game design is accordingly very important for parents and teachers, so that they may encourage or discourage students to play. The purpose of this study is to develop an assessment tool to examine the educational values of digital games. In the first phase of this research, the research team developed the indices for assessing the educational values of digital games. An expert panel consisting of game scholars and professional game designers was established to construct the indices for evaluating digital games in three focus group discussions. Seventy-four game evaluation indices were sorted into seven categories: mentality change, emotional fulfilment, knowledge enhancement, thinking skill development, interpersonal skill development, spatial ability development and bodily coordination. In the second phase of the research, the game designers were asked to assess certain games by using the 74 indices. Meanwhile, the game scholars were also asked to evaluate the same pool of games by the same indices. The assessments by both the scholars and designers were then compared and the similarities were found. This research provided a preliminary framework for future game designers, parents and teachers in assessing educational values of digital games.  相似文献   

10.
This study aims to evaluate multiple aspects of a problem-solving-based educational adventure game, Boom Room©. The learning effectiveness, game acceptance, and flow experience of the game were empirically investigated. The game was designed and developed for teaching knowledge of computer assembly. Sixty-seven university students in Taiwan were asked to complete a pre-test before playing the game and a post-test after playing the game. These students also provided evaluations of not only the usefulness, ease of use, and design elements of the game but also their experience with various flow dimensions of the game. A 2-stage cluster analysis was also conducted to explore the potentially different groups of students by categorizing them in accordance with their performance, degree of game acceptance and flow states. The results suggest that this game is beneficial for students with insufficient background knowledge of computer assembly, allowing these students to obtain vital knowledge of this topic if they achieved a sufficient acceptance of the game and an adequate flow experience from their game-playing experiences. The various dimensions of flow that were experienced by these students were significantly correlated with game acceptance. Suggestions for future study, game design, and instructional practice are discussed.  相似文献   

11.
Networked interactivity is one of the essential factors that differentiate recent online educational games from traditional stand-alone CD-based games. Despite the growing popularity of online educational games, empirical studies about the effects of networked interactivity are relatively rare. The current study tests the effects of networked interactivity on game users' learning outcomes by comparing three groups (online educational quiz game vs. off-line educational quiz game vs. traditional classroom lecture). In addition, the study examines the mediating role of social presence in the context of educational games. Results indicate that networked interactivity in the online educational quiz game condition enhances game users' positive evaluation of learning, test performance, and feelings of social presence. However, there was no significant difference between the off-line educational quiz game and the lecture-based conditions in terms of learning outcomes. Further analyses indicate that feelings of social presence mediate the effect of networked interactivity on various learning outcomes. Theoretical and practical implications are discussed.  相似文献   

12.
13.
We have observed that many computer‐supported writing environments based on pedagogical strategies have only been designed to incorporate the cognitive aspects, but motivational aspects should also be included. Hence, we theorize that integrating game‐based learning into the writing environment may be a practical approach that can facilitate student participation, not only helping students learn how to write, but also sustaining their willingness to write. In this study, we investigate the effects of the game‐based writing environment on improving students' participation, performance, and interest in writing. An experiment was conducted to compare the effectiveness of 2 approaches to writing in language arts at an elementary school. Two hundred forty‐five third grade students participated in the experiment over a period of 1 year. One hundred thirty‐nine students were assigned to an experimental group and learned with a game‐based writing environment, and 106 students were in the contrast group and learned with an online writing environment. The empirical results show that the game‐based writing environment can effectively promote students' writing participation, writing performance, interest in writing, as well as their perceptions of the use of educational self‐management games. Some implications of the experimental results are also discussed.  相似文献   

14.
Previous research using collaborative mobile augmented reality games in science education revealed that such games can be used to promote learner engagement and have found that engagement in such mobile games is related to flow. This study investigated whether player's flow experience differed by achievement track, gender, or gender composition of working groups. In an urban school district, 202 students from two eighth‐grade science classes participated in a collaborative mobile science game. Data included a self‐report survey collected after the game that measured player's flow experience. Using a regression model, the relationship of flow experience with achievement track and gender was explored while controlling for group composition and teacher effects. The study found that gender was related to flow experience; specifically, girls reported higher flow experience scores (d = 0.30). Flow experience did not have a statistically significant relationship with achievement track showing that the activity engaged all observed students similarly.  相似文献   

15.
Educational video games can impose high cognitive demands on its users. Two studies were conducted to examine the cognitive process involved in playing an educational digital game. Study 1 examined the effects of users' working memory capacity and gaming expertise on attention and comprehension of the educational messages. The results showed that gaming experts seem to benefit more from having a higher working memory capacity when processing information from the game. However, gaming experts' available working memory did not predict better comprehension. Instead, non‐experts' available working memory predicted better comprehension. Study 2 further examined whether these results were caused by insufficient working memory allocation or different attention focus between gaming experts and non‐experts. The findings suggest that gaming experts approach the game differently from non‐experts, focusing on familiar features and overlooking unfamiliar (educational) information.  相似文献   

16.
Educational mini-games, one of the applications of game-based learning, have been widely used to benefit student learning. However, few studies have examined the influence of competition-driven educational games on students’ behaviors, which might offer insights into how to develop well-designed educational games. Thus, this study discusses a Pet-Master system, as an example of a competition-driven educational game, in an investigation of students’ behaviors through both event-based and time-based analysis. Two empirical studies were conducted using the two types of analysis. The results of the event-based analysis indicated that the behaviors can be categorized into two parts: competition-driven and learning cycles. Evidence from the time-based analysis showed that the two behavior cycles appeared in an alternating way with a lower transition frequency. Based on the results we develop a design framework for competition-driven educational games, which illustrates the relationship among the social, learning, and gameplay dimensions. The framework and its application might serve to optimize learning outcomes and influence the way games are designed in order to maximize educational benefits in the future.  相似文献   

17.
In this paper we present WEEV (Writing Environment for Educational Video games), a methodology for educational point-and-click adventure game authoring. Our approach aims to allow educators to actively collaborate in the educational game development process, using a narrative-based representation. WEEV is based on a pragmatic reinterpretation of previous works on narrativity and video games, enhanced by the use of a novel visual language to represent the flow of the story or narrative. The WEEV methodology has been implemented into an actual tool based on the already established <e-Adventure> platform for educational games. This tool was improved with feedback gathered from formative evaluation, end-users testing (i.e. educators), and actual use in the development of an educational game. The system, still under development, presents some user-interaction problems along with a need for the educational effectiveness of the resulting games to be further analyzed. However, this paper highlights that, according to the qualitative results of evaluations, WEEV can indeed be successfully applied to simplify the game creation process and that by using representations of games that educators can understand, WEEV can help provide educational value to games.  相似文献   

18.
Due to the increasing use of agile methods, teaching SCRUM as an agile project management methodology has become more and more important. In order to teach students to be able to apply SCRUM in concrete situations, often educational (simulation) games are used. However, most of these games have been developed more for professional trainings than taking into consideration typical restrictions of university courses (such as, class duration and low financial resources for instructional materials). Therefore, we present a manual paper and pencil game to reinforce and teach the application of SCRUM in undergraduate computing programmes complementing theoretical lectures. The game has been developed following a systematic instructional design process and based on our teaching experience. It has been applied several times in two undergraduate project management courses. We evaluated motivation, user experience and the game's contribution to learning through case studies on Kirkpatrick's level one based on the perception of the students. First results indicate the potential of the game to contribute to the learning of SCRUM in an engaging way, keeping students immersed in the learning task. In this regard, the game offers a low-budget alternative to complement traditional instructional strategies for teaching SCRUM in the classroom.  相似文献   

19.
Abstract This paper argues that developments in collaborative e-learning dialogue should be based on pedagogically sound principles of discourse, and therefore, by implication, there is a need to develop methodologies which transpose — typically informal — models of educational dialogue into cognitive tools that are suitable for students. A methodology of 'investigation by design' is described which has been used to design computer-based dialogue games supporting conceptual change and development in science — based on the findings of empirical studies. An evaluation of two dialogue games for collaborative interaction, a facilitating game and an elicit-inform game, has shown that they produce significant improvements in students conceptual understanding, and they are differentially successful — depending on the nature of the conceptual difficulties experienced by the learners. The implications this study has for the role of collaborative dialogue in learning and designing computer-based and computer–mediated collaborative interaction are discussed.  相似文献   

20.
The progress registered in the use of video games as educational tools has not yet been successfully transferred to the classroom. In an attempt to close this gap, a framework was developed that assists in the design and classroom integration of educational games. The framework addresses both the educational dimension and the ludic dimension. The educational dimension employs Bloom’s revised taxonomy to define learning objectives and applies the classroom multiplayer presential game (CMPG) pedagogical model while the ludic dimension determines the gaming elements subject to constraints imposed by the educational dimension. With a view to validating the framework, a game for teaching electrostatics was designed and experimentally implemented in a classroom context. An evaluation based on pre/post testing found that the game increased the average number of correct answers by students participating in the experiment from 6.11 to 10.00, a result found to be statistically significant. Thus validated, the framework offers a promising basis for further exploration through the development of other games and fine-tuning of its components.  相似文献   

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