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In-Game Motivation: Teaching Astronomy Through Game Based and Narrative LearningBorg Rundqvist, Hedda, Albitar, Tarek, Diab, Mohammed, Molin Thøgersen, Nikita Leanne Hays, Mushin Bobaker, Aboubakr, Åström, Wiktor January 2024 (has links)
The study of educational serious games as a medium to motivate player learning through teaching astronomy in video games is examined through the iterative development of the video game Starfarer. It contributes to the better understanding of the development of educational serious games. The theoretical frameworks used are Game Based Learning (GBL) theory and Narrative Learning (NL) theory. Research through Design (RtD) was conducted to evaluate the use of these frameworks in cultivating motivation to learn in-game. The most important aspects of each that are identified through the development of Starfarer are; in GBL, attractive learning objectives, iterative problem-solving with positive feedback, and relevant simulations; and in NL, narrative context, pacing, and empathy for characters. From this, an additional missing design element of emotion is identified. In evaluating GBL and NL, it is found that they are in many ways balanced, and in others opposed. Furthermore, it was discovered that many players have an affinity towards either GBL or NL, thus a design process utilising both must balance such preferences. Suggestions for further study expanding on these findings are in developing and testing combining GBL, NL, and an emotional component into a new framework to better motivate player learning in-game.
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Escape room - En flykt från den traditionella matematikundervisningen : Elevers kommunikativa arbete kring problemlösningsstrategier med och utan digitala verktyg i mellanstadiet / Escape room - An escape from the traditional ways of teaching mathematics : Pupils communicative work around problem-solving strategies with and without digital tools in middle schoolGamalan, Simona, Spångberg, Amanda January 2023 (has links)
This study intends to find out how two different teaching methods affect pupils'communicative ability in the problem-solving process. This through the use of smallgroup work. This study also has a comparative aspect and intends to compare atraditional teaching method with the innovative Game-based learning theory, whichadvocates that learning can take place through gamification. In order to achieve theaim of the study, an inquiry was carried out in four different small groups in gradefour (ages 10–11). The result of the inquiry indicated that the mean value of thenumber of communication clusters presented per minute was higher in the groupsthat worked with traditional learning than those that worked with gamified learningthrough the use of Escape room. / Denna studie har för avsikt att ta reda på hur två olika undervisningssätt påverkarelevers kommunikativa förmåga inom problemlösningsprocessen. Detta genomanvändandet av smågruppsarbeten. Studien har även en jämförande aspekt somhandlar om att jämföra ett traditionellt undervisningssätt med den nytänkandeGame-based learning theory som förespråkar att lärande bör ske genom spelifiering.För att uppnå syftet med studien genomfördes en undersökning i fyra olikasmågrupper i årskurs fyra (ålder 10–11 år). Resultatet från undersökningen pekadepå att medelvärdet av antal uppvisade kommunikationskluster per minut var högrehos grupperna som arbetade med traditionellt lärande än de som arbetade medspelifierat lärande genom användandet av Escape room.
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