Search results for "game based learning"

showing 10 items of 15 documents

Learning from Social Collaboration

2017

This chapter focuses on the challenge of evaluating game-based learning. It argues that linking game-based learning with the characteristics of a specific game or game-produced engagement is challenging. It further proposes a framework in which the game-based learning process is approached by considering (business) simulation games as Computer-Supported Collaborative Learning (CSCL) environments and presents an approach on how learning can be approached and evaluated from this perspective. In addition, it highlights how simulation game mechanics appears to be a potential way to promote learners' socio-emotional processes and give rise to social interaction and to structure collaboration amo…

Cooperative learningKnowledge managementbusiness.industry05 social sciencesEducational technologyComputingMilieux_PERSONALCOMPUTING050301 educationGame based learning050801 communication & media studiesExperiential learningLearning sciences0508 media and communicationsParadigm shiftSocial collaborationbusinessPsychology0503 education
researchProduct

Game-based learning supported by audience response tools: game proposals and preliminary assessment

2018

The so-called game-based learning strategies are based on introducing games in the classrooms to improve aspects such as student performance, concentration and effort. Currently, they provide a very useful resource to increase the motivation of university students, generating a better atmosphere among peers and between student and teacher, which in turn is generally translated into better academic results. However, the design of games that successfully achieve the desired teaching-learning objectives is not a trivial task. This work focuses on the design of games that allow the assessment of ICT-related university subjects. Specifically, three different games are proposed, all based on stud…

Game designHigher educationEducational systemsGame based learning010501 environmental sciences01 natural sciencesUndergraduate educationGame design0502 economics and businessMathematics educationComputingMilieux_COMPUTERSANDEDUCATIONLearningGame-based learning0105 earth and related environmental sciencesOnline platformsbusiness.industryTeaching05 social sciencesUndergraduate educationHigher EducationPsychologybusiness050203 business & managementAudience responseEducational systems
researchProduct

Children's engagement during digital game-based learning of reading: The effects of time, rewards, and challenge

2014

This study investigated the effects of two game features (the level of challenge and the reward system) on first and second graders' engagement during digital game-based learning of reading. We were particularly interested in determining how well these features managed to maintain children's engagement over the 8-week training period. The children (N = 138) used GraphoGame, a web-based game training letter-sound connections, at home under the supervision of parents. Data regarding the children's gaming and engagement were stored on the GraphoGame online server. A 2 x 2 factorial design was used to investigate the effects of the level of challenge (high challenge vs. high success) and the pr…

General Computer Sciencemedia_common.quotation_subjecteducationApplied psychologyComputingMilieux_PERSONALCOMPUTINGPrimary educationGame based learningSession (web analytics)EducationReward systemReading (process)Duration (project management)Set (psychology)Psychologyhuman activitiesSocial psychologyta515Training periodmedia_commonComputers and Education
researchProduct

A mobile game as a support tool for children with severe difficulties in reading and spelling

2020

We used a randomized controlled trial to investigate if a mobile game, GraphoLearn (GL), could effectively support the learning of first graders (N = 70), who have severe difficulties in reading and spelling. We studied the effects of two versions of the game: GL Reading, which focused on training letter-sound correspondence and word reading; and GL Spelling, which included additional training in phonological skills and spelling. During the spring of first grade, the children trained with tablet computers which they could carry with them during the six-week intervention. The average exposure time to training was 5 hr 44 min. The results revealed no differences in the development of reading …

GraphoLearnFLUENCYmedia_common.quotation_subjectPHONEMIC AWARENESSINSTRUCTIONGame based learning050105 experimental psychologyomatoimisuuslukeminenEducationmobile learningFluencyoppimisvaikeudetEARLY LITERACYmobiilioppiminenreadingIntervention (counseling)Reading (process)0501 psychology and cognitive sciencesserious gamemedia_commonmobiilipelitSelf-efficacyluetun ymmärtäminenOUTCOMESPhonemic awareness4. EducationDISABILITY05 social sciences050301 educationSELF-EFFICACYSpellingPOOR READERSComputer Science ApplicationslukutaitokirjoitustaitoSKILLS516 Educational sciencesPsychologylukihäiriöt0503 educationMobile deviceself-efficacyINTERVENTIONCognitive psychology
researchProduct

Designing an Online Escape Room as an Educational Tool

2021

In this chapter, online escape rooms are assessed as part of game-based learning (GBL) that can be used as a free educational tool for teachers to enrich their remote classes. This study was created to test the possibilities that an escape room can provide in a remote learning environment. The benefits and the downsides are explored to understand the design process and the results from the different mechanisms used. The results can give an insight into future possibilities for making escape rooms for classes or for using this format as a prototype for an escape room application. An online escape room for Latvia’s Independence Day was developed for this purpose based on flexible learning iti…

Human–computer interactionComputer scienceActive learningGame based learningIndependence (mathematical logic)Context (language use)Remote learningEngineering design processTest (assessment)
researchProduct

Implementing Quiz Apps as Game-Based Learning Tools in Higher Education for the Enhancement of Learning Motivation

2021

Technology has brought changes in many fields, including education. An increasingly important role in the pedagogical process is played by technology-enhanced learning and the use of technology in the learning process to make it more exciting, interesting, and motivating for students. Game-based learning is an essential part of technology-enhanced learning, and it has the potential to engage and motivate students. Although knowledge tests often have negative associations related to stress and assessment, game-based learning tools like quiz apps provide a safe environment for training and mistakes by integrating elements of games that make the learning process and knowledge assessment more i…

Knowledge assessmentLearning motivationHigher educationbusiness.industryProcess (engineering)Stress (linguistics)Mathematics educationGame based learningUse of technologybusinessPsychology
researchProduct

Why Do Teachers Use Game-Based Learning Technologies? The Role of Individual and Institutional ICT Readiness

2015

This paper investigates how different individual and institutional factors pertaining to ICT readiness influence teachers’ adoption of game-based learning technologies. The data were gathered from Finnish primary, lower secondary and upper secondary school teachers (N=1668) with an online survey. The results indicate that openness towards ICT, ICT attitude and the ICT compatibility with teaching positively influence the perceived value whereas openness towards ICT, supportive organizational ICT culture, ICT selfefficacy and ICT compatibility with teaching positively influenced the actual use of game-based learning technologies. However, the structural model could explain only little of the …

Knowledge managementserious gameskoulutusteknologiamedia_common.quotation_subjectGame based learningeducational technologySchool teacherspelillistäminentechnology acceptanceOpenness to experienceta516gamificationadoptione-learningActual usemedia_commonta113Secondary levelVariablesbusiness.industryInformation technologyadoptiogame-based learninghyötypelitInformation and Communications TechnologybusinessPsychology
researchProduct

How to Raise Different Game Collaboration Activities : The Association Between Game Mechanics, Players' Roles and Collaboration Processes

2018

Background. Designing collaborative three-dimensional (3D) learning games is one way to enhance the quality of learning and respond to the needs of working life. However, there is little research on how to apply different game mechanics to support different educational aims.Aim. This study determines how game mechanics implemented within computer-supported collaboration roles (scripted vs. emergent) are associated with the emergence of collaboration.Method. The research at hand applies both qualitative and quantitative content analysis. The target group consisted of 15 vocational school students. The data were gathered by recording the groups’ discussions and saving the game logs. A total o…

Knowledge managementsynchronous gamingoppiminenAssociation (object-oriented programming)media_common.quotation_subjectpelisuunnitteluGame based learning050801 communication & media studiespelit0508 media and communicationsGame designscripted rolesta616Quality (business)ta516tietämysmedia_commonemergent rolesta113Working lifeGame mechanicslearningbusiness.industry05 social sciences050301 educationGeneral Social SciencesjakaminenComputer Science ApplicationsKnowledge sharinggame-based learningknowledge constructiongame designPsychologybusinessknowledge sharingroles0503 educationroolitSimulation and Gaming
researchProduct

Digital Game-Based Learning: A Supplement for Medication Calculation Drills in Nurse Education

2014

Student nurses, globally, appear to struggle with medication calculations. In order to improve these skills among student nurses, the authors developed The Medication Game – an online computer game that aims to provide simple mathematical and medical calculation drills, and help students practise standard medical units and expressions. The aim of this study was to examine whether baccalaureate student nurses who played The Medication Game as a supplement to lectures and task-solving during a medication calculation course improved their examination results compared to a control group who used lectures and task-solving only. The authors used a randomised controlled design to study 201 studen…

Medical educationOrder (business)Teaching methodPedagogyOnline computerEducational technologyGame based learningNurse educationPsychologyhuman activitiesE-Learning and Digital Media
researchProduct

Gamification for Education: Review of Current Publications

2018

Educational practitioners are always looking for new and better ways to scaffold student learning; the latest approach that has become popular is called gamification.

ScaffoldComputer science0502 economics and business05 social sciencesComputingMilieux_COMPUTERSANDEDUCATIONMathematics education050301 educationGame based learningCurrent (fluid)Student learning0503 education050203 business & management
researchProduct