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Computer game-based learning in Higher Education

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Title: Games-based learning: what is the potential? Author: User Last modified by: Nicola Whitton Created Date: 5/24/2006 9:36:12 AM Document presentation format – PowerPoint PPT presentation

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Title: Computer game-based learning in Higher Education


1
Computer game-based learning in Higher Education
  • Nicola Whitton
  • May 2007

2
Background
3
Can computer games be used to support learning in
HE?
  1. Is there a rationale for using computer
    game-based learning in Higher Education?
  2. How best can computer games be designed to be
    usable and enhance learning?
  3. How can the educational effectiveness of computer
    game-based learning be measured?
  4. How do differences in game design effect the
    learning experience?

4
Overview of activities
5
Key influences
  • Constructivism (Bruner, Jonassen)
  • Experiential learning (Kolb)
  • Problem-based learning (Boud, Barrows)
  • Collaborative learning (Vygotsky, Wenger)
  • Adult learning (Knowles)
  • Games-based learning (Prensky, Gee)
  • Multimedia learning (Mayer)
  • Engagement (Malone, Csikszentmihalyi)

6
Q1 Why use games in HE?
  • Rationales in literature
  • Motivation
  • Stealth learning
  • However games can be constructivist learning
    environments
  • Students in HE motivated to use games to learn if
    seen as most effective way

7
Research activities
  • Interviews (12)
  • What is a game?
  • Motivations to play games?
  • Acceptability of game-based learning?
  • Survey (200)
  • What types of game do people play?
  • What are their motivations?
  • Are educational games intrinsically motivating
    for students in HE?

8
What is a game?
  • Challenge
  • Competition
  • Fantasy
  • Goals
  • Immersion
  • Fun?
  • Interaction
  • Outcomes
  • People
  • Rules
  • Safety

9
Why do people play games?
  • Cerebral
  • Social
  • Physical
  • Boredom
  • Social facilitation

10
Some results
Computer Non-computer
Social (52) Social (52)
Cerebral (52) Cerebral (34)
Boredom (48) Boredom (30)
Physical (6) Physical (27)
Social facil. (6) Social facil. (12)
11
Factors influencing motivation
  • Motivators
  • Swift and steady improvement
  • Perception of being good
  • Demotivators
  • Difficulty getting started
  • Getting stuck
  • Lack of trust with the game
  • Intrinsic uninterest in the subject

12
Motivation
  • Are you motivated or demotivated by game-based
    learning?

Demotivated 9
Neither 28
Motivated 63
13
Q2 What is best practice?
  • Evaluation of existing guidelines
  • Constructivist learning environments
  • Educational multimedia
  • Designing for engagement
  • Analysis of existing games
  • Potential educational value
  • Evaluation of interface design

14
Criteria (1)
  • Game design for learning
  • Supports active learning
  • Engenders engagement
  • Appropriateness
  • Supports reflection
  • Provides equitable experience
  • Provides ongoing support

15
Criteria (2)
  • Interface design
  • Flexible interaction
  • Support for player community
  • Transparent navigation
  • User control
  • Robustness
  • Appropriate visual design

16
Effective games for learning
  • Games that involve
  • Problem solving
  • Exploration
  • Collaboration
  • Authentic activities
  • For example
  • Adventure
  • Role play
  • Simulation

17
Game-based learning design
  • Activity to teach basic group skills
  • Two games designed with identical
  • learning outcomes
  • support materials
  • debriefing

18
The Time Capsule
  • Based on existing classroom activity

Challenge ? Interaction ?
Competition ? Outcomes ?
Fantasy ? People ?
Goals ? Rules ?
Immersion ? Safety ?
19
The Time Capsule
20
Pharaohs Tomb
  • Developed from scratch

Challenge ? Interaction ?
Competition ? Outcomes ?
Fantasy ? People ?
Goals ? Rules ?
Immersion ? Safety ?
21
The Pharaohs Tomb
22
Development
  • Iterative prototyping
  • Game play evaluation (observation)
  • Group interface evaluation (think-aloud /
    observation)
  • Individual interface evaluation (Wizard-of-Oz,
    think-aloud)

23
3. How can educational effectiveness measured?
  • Learning
  • Pre-test/post-test not applicable
  • Self-perception of learning questionnaire
  • Engagement
  • Post-experience questionnaire
  • 42 question scale tested
  • Reduced to 18 questions

24
Engagement factors
  • Challenge
  • Motivation
  • Clarity
  • Achievability
  • Control
  • Immersion
  • Interest
  • Purpose

25
4. Comparing game-based learning
  • Comparative experiment
  • Time Capsule groups
  • Pharaohs Tomb groups
  • Examining differences
  • Learning
  • Engagement

26
Experiments
  • Edinburgh computing students
  • 8 Pharaohs tomb
  • 9 Time capsule
  • Hong Kong marketing students
  • 12 Pharaohs tomb
  • 7 Time capsule
  • Edinburgh computing students
  • 43 Pharaohs Tomb
  • 36 Time Capsule

27
Results
  • Learning
  • No significant difference
  • But questionable reliability
  • Engagement
  • No significant difference overall
  • Significant difference in control
  • Difference in immersion

28
Conclusions
  • Games can be collaborative, authentic, active and
    experiential learning environments.
  • To be effective games must be designed with
    learning in mind and seen as the best way to
    learn by students.
  • Games do not have to have every game
    characteristic to be engaging.
  • How does novelty fit in?
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