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Games and Learning: Consolidating and Expanding the Potential of Analogue and Digital GamesPinto Neves, P., Sousa, C., Fonseca, M., Rye, Sara 11 March 2024 (has links)
Yes / For a long time, Games Research suffered from what Jaakko Stenros and Annika Waern classified as the Digital Fallacy – the tendency to regard analog games as a subset of digital games rather than the other way around. Where boardgames were once associated with the past of games and learning and digital games with the future, there are now fresh insights and applications for boardgames in learning – alongside with their renaissance as games for entertainment. Even as boardgames found new relevance in learning, the already-recognized possibilities in digital games for learning have continued to expand, with more flexible and ubiquitous tools and platforms allowing for a greater variety of avenues of learning research and practice to be explored. Augmented and mixed reality as well as virtual reality are frontiers in learning that beg for further exploration.
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Attributes and motivation in game-based learning : a review of the literatureKang, Jina 26 November 2012 (has links)
Since the mid-1980s, various educational games have been developed, and their popularity has implications for the use of games in the classroom. Although research over many years has shown games to be effective in enhancing motivation and improving learner performance, studies that connect specific elements of games and learner motivation are lacking. This report is a literature review of relevant articles on motivation and attributes in game-based learning, including empirical studies and theoretical articles from 2009 to present. Based on the attributes presented by Wilson et al. (2009), the game environments in these studies are reviewed, with a focus on recent studies and trends related to game-based learning. This review also presents an examination of how the recent studies conducted their experiments in order to investigate game attributes and motivation. The relationship between the attributes and learner motivation is discussed. Because of the current lack of research on the relationship between attributes and learner motivation in game-based learning, the results of this literature review can provide insight into the potential use of game attributes. / text
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Simulating visual systems using NPR techniques: methodology, framework, and case studies.Long, Jeremy 16 April 2012 (has links)
In this dissertation I examine how research in non-photorealistic rendering, human
perception, and game-based learning can be combined to produce illustrative simulations of different visual systems that effectively convey information about vision to unprimed observers. The Visual Differences Simulation (VDS) methodology and framework that I propose is capable of producing simulations of animal visual systems based on how they relate to human vision, and can represent differences in color vision, hyperspectral sensitivity, visual acuity, light sensitivity, field of view, motion sensitivity, and eye construction. The simulations produced by the VDS framework
run in real time, allowing users to explore computer-generated environments from `behind the eyes' of an animal in an interactive and immersive manner. I also examine how cognitive principles and game-based learning can be leveraged to demonstrate and enhance the educational impact of the simulations produced by the VDS framework. Two case studies are presented, where simulations of the cat and the bee visual systems are used as the basis to design educational games, and are evaluated to show that embedding the simulations in educational games is an effective and engaging way to convey information about vision to unprimed observers. / Graduate
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Investigating the potential of mobile games as learning environments for independent adult skill developmentDeniozou, Thaleia January 2016 (has links)
The research described in this thesis is grounded in the fields of independent adult learning, user experience for mobile applications and game design. It considers the case for mobile game-based learning in the context of informal microlearning and investigates the potential of mobile games to assist the independent skills development of adults. Initial research found that adults expressed positive attitudes towards the idea of learning with a mobile game, while even those who did not use mobile games recreationally appeared positive to using them if they perceived them as an effective way to develop their skills. Guidelines were then developed to inform the design of effective mobile learning games based on theories of adult learning, game-based engagement, mobile usability and mobile game design. These guided the development of a mobile game prototype aimed at assisting adults, speakers of English as a second language, to build their academic vocabulary. To evaluate the effectiveness of the prototype, a mixed methods approach combining quantitative and qualitative data collection instruments was utilised. Player engagement and system usability were measured rather than direct measures of learning outcomes. Overall the results were encouraging since evaluation participants were found to be engaged by the activity and able to easily pick up the game and play. Additionally, qualitative data on participants’ experiences and perceptions were collected, which supported initial research findings on the positive attitudes of adults towards using mobile games for learning. Though caution is recommended when generalising the evaluation results, the potential of mobile games for the independent learning of adults was supported. Overall this research offers a rationale for the use of mobile game-based learning, an insight into the nature of adult learners’ needs and their mobile devices usage patterns, a critical discussion on the type of learning that would be appropriate for the context, a set of guidelines for the design of mobile learning games, and finally a discussion of evaluation methods along with a collection of empirical data on the post-experiential attitudes of adults with regards to mobile games for learning.
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Epistemic learning: game programming learned from the lens of professionalsMatwyczuk, Roman 12 December 2013 (has links)
This study sought to determine the practicality and effectiveness of an alternate instructional approach referred to as epistemic learning – a low structured, high functioning environment where students learn the principles of practice (i.e., the epistemic frame) of a profession through role-play. This research on epistemic learning is integral in assisting educators to enhance learning and accomplish instructional goals in computer science by having students acquire the epistemic frame of a computer game programmer. Currently, literature on epistemic learning is sparse due to its nascent nature.
An action research design with mixed-methods analysis was utilized to assess students’ responsiveness to epistemic learning through an examination of their personal epistemological growth, epistemic frame construction, and programming skill set development. Personal epistemological growth was assessed through a self-reporting epistemic beliefs survey that established students’ attitudes about knowledge and learning. Epistemic frame construction was established using epistemic network analysis in determining the specific epistemic frame characteristics students had acquired. Teacher observations and students’ reflections provided insight regarding programming skill development.
Findings revealed the following: 1) each student’s personal epistemology was positively influenced through epistemic learning; 2) most students successfully acquired the complete epistemic frame of a game programmer; and 3) students’ computer programming skills were enhanced through epistemic learning. Although a statistically significant correlational relationship was not established, the results had practical importance as they indicated that students were prepared to participate and succeed in an environment that emulates professional practices. Future research should include longitudinal studies that implement epistemic learning.
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Gamer mode : Identifying and managing unwanted behaviour in military educational wargamingFrank, Anders January 2014 (has links)
Games are rule-governed systems at the same time as they are fiction, simulating or representing a real or an abstract world. This defining characteristic may create for different forms of tensions, that is, at different times players may focus on the rules, the fiction or on both during game play. In military education with games, this poses a problem when the learner becomes too focused on the rules, trying to win at any price rather than taking the representation and what it implies in terms of permissible behaviour seriously. In here we attempt to understand how participants in a wargaming situation act out this tension by studying the interaction between the player and the game in military tactical training. The results first of all confirm that there is a tension – there are occasions where players are mainly concerned with winning the wargame, disregarding what the theme is meant to represent. I propose the term gamer mode to refer to this player orientation: players in gamer mode have an extreme rule-focused interaction, meaning they behave rationally with respect to game rules but irrationally with respect to the portrayed real-life situation they are training for. Gamer mode can probably occur for many reasons. This thesis documents two contributing factors. The first concerns whenever the game does not match players’ expectation on mimicking warfare. In these situations players may find that the game breaks the fragile contract of upholding an accurate representation of warfare. The other factor that may lead to gamer mode are game design features such as explicit reward structures or victory conditions. To remedy the situation, the instructor can, in real-time, actively support players’ orientation towards the game and explain in-game events, keeping them on track. When gamer mode occur I argue that the conditions for learning are compromised as the gaming activity becomes its own learning subject, blurring and overshadowing the learning objective. Although the results suggest that gamer mode is mainly detrimental to learning I conclude that gamer mode is a natural way students will approach games and as such, needs to be dealt with by the instructor. / <p>QC 20141209</p>
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EFFECTS OF CHARACTER VOICE-OVER ON PLAYERS' ENGAGEMENT IN A DIGITAL ROLE-PLAYING GAME ENVIRONMENTByun, JaeHwan 01 December 2012 (has links)
Learner engagement has been considered one of the keys that can lead learners to successful learning in a multimedia learning environment such as digital game-based learning. Regarding this point, game-based learning advocates (e.g., Gee, 2003; Prensky, 2001) have asserted that digital games have great potential to engage learners. Nonetheless, there have been only a small number of empirical research studies of players' engagement, and there is little consensus on which elements of digital games critically engage people in play (Garris, Ahlers, & Driskell, 2002). Furthermore, despite the possibility that sensory stimuli can be factors influencing digital game players' engagement, there have been very few attempts to examine empirically the relationship between engagement and sensory stimuli. This study examined the effects of game characters' voice-over in digital games on players' engagement, by using a short digital role-playing game modified from Neverwinter Nights 2. A randomized control-group post-test only design was used to collect data from 74 participants (22 female, 52 male); engagement was measured by a modification of the Game Engagement Questionnaire (Brockmyer et al., 2009). Data analysis revealed that the GEQ mean scores of the participants who played the game with voice-over was much higher than that of the participants who played without voice-over. The difference of the mean scores between the two groups was statistically significant (t = 2.45, df = 72 p = .02), and the effect size, Cohen's d, was .58 (moderately significant). The results of this study will guide educational practitioners to the identification of more effective ways of adopting, developing, and modifying digital games for educational purposes, as well as furthering the research and guiding the practice in instructional multimedia design and development.
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Gamification as a tool for developing critical thinking among ICT students at a tertiary institution in South AfricaMposula, Ntombifikile Fortunate January 2019 (has links)
Thesis (MTech (Business Information Systems))--Cape Peninsula University of Technology, 2019 / The recent generation of students, often referred to as ‘Millennials’, are generally familiar with computer games and therefore learn mostly through virtual experiences from game playing. A high failure rate due to the lack of critical thinking (CT) skills among tertiary students still persists, despite the implementation of CT enhancing programmes and frameworks. The aim of this research was to explore the effect of gamification on the critical thinking skills of Information and Communications Technology (ICT) students. A single pre-and post-quasi-experimental research strategy with a pragmatic perspective research approach was followed. Mixed methods research with self-administered semi-structured questionnaires and interviews was employed. In total, 182 questionnaires distributed to students were analysed pre- and post-intervention, and five (5) interviews were conducted with the relevant lecturers post-intervention. The data were summarised and categorised by applying thematic analysis. All participants volunteered to be part of the study, and they were informed of the confidentiality and anonymity of the research before partaking in the study. From the inductive study results, it was found that CT is already an integral part of the subject content being taught to the students. The experimental learning environment did not result in significant domain-general CT compared to the control environment. Judgement was the only CT skills element showing a significant improvement from pre- to post-results on the respondents’ overall CT. Gamification can be an effectual instrument to enhance CT skills, as it enables the retention of knowledge through play by motivating and stimulating inquisitiveness among students.
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THE RELATIONSHIP BETWEEN ENGAGMENT LEVELS AND PLAYERS’ INTENDED BEHAVIORS IN GAME-BASED TRAINING FOR CYBERSECURITY.Salameh, Rana 01 December 2019 (has links)
The purpose of this quantitative exploratory experimental design study was to examine the effects of end-user’s multi-dimension engagement (cognitive, affective, and behavioral) on their cybersecurity intended behaviors (coping and threat appraisals). Additionally, this study is an effort to understand how end-users’ engagement levels changed over multiple playing sessions. There were two research questions: (1) “Do engagement levels have a relationship with the players’ intended behaviors in a cybersecurity serious game?” and (2) “Does playing more sessions of cybersecurity serious game affect players’ engagement?” The protection motivation theory (PMT) was used to assess users’ intended behaviors for two factors: (a) coping appraisal, and (b) threat appraisal. While, the multi-dimension factors of engagement (MDFE) instrument was used to assess users’ multi-dimensions engagement levels (cognitive, affective, and behavior).A total of 122 participants fully completed the (a) pre_knowledge initial survey, (b) assigned training sessions, and (c) post-training surveys (MDFE and PMT). Descriptive analysis was used to assess participants’ background as age, gender, and pre-knowledge. A multiple linear regression analysis was conducted to determine whether a linear combination of the multi-dimensional engagement factors: cognitive, affective, and behavior (as predictors) could predict coping appraisal and threat appraisal as factors of intended behaviors. Also, an independent samples t-test was used to determine whether there would be statistically significant differences in the engagement levels (cognitive, affective, and behavior) between group A and group B that underwent three and five training sessions of gameplay, respectively.The result showed cognitive engagement (i.e., challenge, graphics, and attainable goals) was as significant predictor for end-users’ intended behaviors for both coping and threat appraisals. However, affective and behavioral engagement were not significant predictors for end-users’ intended behaviors (for both coping and threat appraisals). Moreover, the analysis showed that end-users’ engagement levels changed over multiple playing sessions. Group B, who underwent more training sessions, showed more engagement levels. These results have implications on cybersecurity serious game design to include cognitive activities (i.e., challenge, graphics, attainable goals) to assure participants’ engagement levels remain high. Similarly, incorporate activities to enhance players’ confidence and autonomy to assure participants are affectively engaged. And finally, multiple-players game design is recommended to achieve social engagement. Also, findings would be helpful in implementing how often to prescribe the training session. Finally, several implications have been suggested to serious games designers.
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Comparing engagement of VR and non-VR games for programming learning purposesEkman, Johan January 2023 (has links)
Due to the increasing demand for technical competence in professional jobs, computer-related subjects, including programming, have gained attention in education. However, it is reported that many beginners encounter difficulties when learning fundamental programming principles, leading to decreased engagement and motivation to continue. To address this issue and a way to make the learning process more appealing to the new generation of learners is Game-Based Learning (GBL). GBL incorporates principles from games to enhance the enjoyment and engagement of learning. Moreover, the rise of Virtual Reality can potentially push GBL to a new height. The research question is, do the users perceive a higher engagement level when learning fundamental programming concepts using a virtual reality game than a desktop game? To achieve the goal, ten experiments were conducted, and mixed data were obtained through questionnaires and observations. The quantitative data was analyzed with descriptive statistics, and the significance was verified using the Wilcoxon signed rank test. Thematic analysis was applied to the qualitative data, and seven themes were produced. The findings suggest that the VR application provided users with a higher level of enjoyment and engagement. The main factors contributing to this result are the unrivaled level of immersiveness, naturalistic interactions, and the body's freedom. Although the desktop application offered better accessibility, this advantage was outweighed by the benefits delivered by VR. This study contributes to the existing knowledge on this topic and will also be valuable to lecturers interested in integrating immersive technologies into their educational practice.
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