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The RETAIN Model is a game design and evaluation model for serious games. In this study, educators evaluated social change web-based and mobile app games using the RETAIN model rubric. In general, web-based games scored higher on the RETAIN rubric than their mobile app counterparts. In addition, the educators analyzed the social change games for th...
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... intent of this activity was for the K-12 teaches to practice completing the rubric and to scaffold the K-12 teachers' skills of evaluating games with the RETAIN rubric. In semester two, the RETAIN rubric was slightly modified to collect information specific to social change games (see Figure 3). Participants evaluated either five mobile game apps (semester 1) or three games for social change (semester 2) during a fourweek period. ...
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Neben dem reinen Unterhaltungsfaktor besteht das Potenzial von Serious Games darin, spielerisch zu lehren, zu lernen und zu forschen. Dieses Potenzial soll am Beispiel von „Dagmar’s Digital Day – A Self-Assessment Game“ (LevelUp, 2023) aufgezeigt werden. Das Spiel ist auf Datenerhebung, Datenexport und Datenmodifikation ausgelegt und leistet damit...
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In the clinical medical field, case studies, medication records, examination results, and physician prescriptions are documented in English. As a consequence, the English for Medical Professionals (EMP) program has become one of the important courses in nursing education in non-English-speaking countries. For English as a Foreign Language (EFL) learners, learning English for medical professionals can become challenging without the support of appropriate learning contexts. In general, the didactic teaching strategy widely used in the EMP program in large classrooms is a passive method without a feedback mechanism. To address the issues of English for Medical Professionals for EFL learners, the study proposed a self-determination theory-based digital gaming approach with autonomy, competence, and relatedness. To verify the effectiveness of the proposed approach, we conducted an experiment in the EMP program by comparing the self-determination theory-based digital gaming approach with the conventional approach, and explored the differences between these two approaches in terms of learning achievement, learning attitude, critical thinking tendency, technology acceptance, and flow experience. The experimental results showed that nursing students who learned with the self-determination theory-based digital gaming approach significantly enhanced their learning achievement, learning attitude, critical thinking tendency, technology acceptance, and flow experience in the EMP program.
People play games to have fun, and they are an important part of children's lives. People have used various materials to play games. With the development of technology, digital environments have also been used for games. The educational game method develops students' discovery, imagination, and high-level mental skills and provides permanent learning. Especially children spending time in digital environments has attracted the attention of educators. It is possible to transfer knowledge to students by using this time used by students in teaching environments or at home. In this study, the digital game developed by the researchers on household waste and recycling was evaluated according to the RETAIN model, and an achievement test was applied. The digital game was developed in 2D and RPG format using the Unity game development platform. It was determined that the digital game scored 46 points out of 63 points according to the RETAIN model weighting table. The research was conducted with 40 7th-grade students taking the course in the 2021-2022 academic year. A quasi-experimental design with a pre-test and post-test control group was used in the study. The achievement test developed by the researchers was used to collect data. When the post-test scores were examined, there was a significant difference in favor of the experimental group. The retention test was applied 5 weeks after the post-test and since there was no significant difference between the post-test and the retention test, it can be said that the effect of the application continues. Based on these results, it can be recommended to use this game developed for teaching the subject of household waste and recycling in teaching environments.