Article

Learning Models in Educational Game Interactions: A Review

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Abstract

Educational games have now been used as innovative media and teaching strategies to achieve more effective learning and have an impact that tends to be very good in the learning process. However, it is important to know and systematically prove that the application of the learning model in the interaction of educational games is indeed feasible to be adopted and has an effect. This paper aims to present empirical evidence of the current situation regarding the application of learning models in the flow of educational game interactions. The method used is a systematic literature review by adopting three main stages, namely: 1) Planning; 2) Implementation; 3) Reporting. Then recommend the ten steps in the systematic literature review process along with the selection process through the test-retest approach. The initial search obtained 1,405,310 papers, then go through the selection stage. The selection process took place at stage B1 with the number of papers that successfully passed 198, at the B2 selection stage there were 102 papers, and we focus 75 papers that have passed a fairly rigorous screening and selection process on the quality assessment process for primary studies, used to answer research objectives and questions. We can confirm and conclude that 75 papers have applied the learning model in educational game interactions. The dominating domain is Education, the type of game that dominates is Educational Game, for the most dominating subjects are Programming, Student Learning Motivation as the most dominating impact, Experimental Design as a trial technique, the most widely used evaluation instruments are Questionnaires and Tests, a population that dominates between 79-2,645 people, and 8 papers to support learning in vocational education.

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Assessment is a crucial aspect of any teaching and learning process. Educational games offer promising advantages for assessment; personalised feedback to students and automated assessment process. However, while many teachers agree that educational games increase motivation, learning and retention, few of them are ready to fully trust them as an assessment tool. We believe there are two main reasons for this lack of trust: educators are not given sufficient information about the gameplays, and many educational games are distributed as black-boxes, unmodifiable by teachers. This paper presents an assessment engine designed to separate a game and its assessment. It allows teachers to modify a game's assessment after distribution and visualise gameplay data via a learning analytics dashboard. The engine was evaluated quantitatively by 31 educators. Findings were overall very positive: both the assessment editor and the learning analytics dashboard were rated useful and easy to use. The evaluation also indicates that, having access to EngAGe, educators would be more likely to trust a game's assessment. This paper concludes that EngAGe can be used by educators effectively to modify educational games' assessment and visualise gameplay data, and that it contributes to increasing their trust in educational games as an assessment tool.
Conference Paper
The integration of programming into the school curriculum has become increasingly important, especially in places and class levels where computer science is not yet available as a subject of its own. In this paper we investigate the performance of a class of sixth grade students who were trained in programming as part of their regular mathematics curriculum following the method of Forster [ACM SIGITE’16], ¨ which uses programming as a teaching tool for geometry skills. As a final project the students were tasked to program a computer game in Scratch, by which we gauge the students programming skills using the methodology proposed by Funke et al. [IEEE EDUCON’17], as well as the automatic quality assessment tool Dr. Scratch. We compare our results with the results reported by Funke et al. from over 50 students, and with the automatic quality assessment scores of a data set of 250K Scratch programs published by Aivaloglou et al. [MSR’17]. Our pilot study shows that introductory programming skills taught as part of mathematics classes, aiming at the improvement of geometry skills, also satisfy the computer science requirements of an introductory programming course.
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The study was conducted to find out what impact a digital game had on students' learning performance and motivation. A quasi-experimental study was performed with two groups of students. The experimental group was taught using the digital game Kahoot whereas the control group was taught with the conventional method. Pre-tests, post-tests, and questionnaires on the students' motivation and attitudes toward gamification in language learning were the instruments used in this study. The data were analyzed using Independent t-tests and One-way Analysis of Covariance. The results revealed statistically significant differences with regard to learning performance and motivation at 0.05. The experimental group obtained higher scores than the control group, and the motivation of students in the experimental group was much higher than that of the control group. In addition, the results of a survey indicated that students had positive attitudes towards application of digital games in language learning.
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Nowadays, programming skills are receiving widespread attention for different age groups alongside occupational education programs to better prepare individuals for their future careers. However, introducing programming concepts in an appropriate manner is a challenge in higher education. The main assumption of this study is that enhancing the classical introduction to programming courses through real-life problem-based game development with Scratch programming environment potentially improves the learners' programming skills and motivation. Accordingly, in this study, during one academic semester period, the Introduction to Programming course for engineering students is enriched up to a certain level through real-life game development projects with Scratch. The students are followed within a four-year period starting from freshman until their graduation. The progress of the students who have taken the Introduction to Programming course in enriched or classical form in the fourth year Senior-project course are evaluated. The results show that by slightly improving the course curriculum through real-life game development projects in the Scratch environment, students’ performance on the graduation projects improved significantly. As a conclusion, game-based learning, problem-based learning, visual programming and projects are technologies that can potentially help learners to perform better in the introduction to programming course, in turn affecting their performances in projects.
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The emerging trend of teaching computer programming to more and younger people has led to the development of game-based learning and teaching approaches. In this context, educational games are considered as a promising learning platform. However, research in the field of programming games has mainly focused on what is being taught in these games. Less is known, however, about how programming games afford learning and playing by design. To address this, we performed a qualitative, comparative analysis of 19 programming games from an instructional and game attributes perspective. The findings showed that a majority of programming games presents only a moderate alignment with established instructional principles. Furthermore, significant differences in the presence and prevalence of their game attributes were found. Our analysis resulted in a systematic classification of programming games according to their alignment with instructional principles and their positioning on a playing-versus-programming spectrum. Informed by this two-fold classification, we explored whether particular programming games can still be conceptualized as games, as opposed to learning or programming environments. Accordingly, we formulated opportunities and restrictions towards their potential context-of-use.
Conference Paper
Our students taking the Artificial Intelligence and Knowledge Engineering courses often encounter a large number of problems to solve which are not directly related to the subject to be learned. To solve this problem, we have developed a game based e-learning system. The elected game, that has been implemented as an e-learning system, allows to develop Artificial Intelligence Decision Making Systems of very diverse complexity level. The e-learning system discharges the students of doing work not directly related with the Artificial Intelligence and Knowledge Engineering problems. This way, students can try their development and self-evaluate their progression level. The results obtained after using this e-learning system with the students (during the Artificial Intelligence and Knowledge Engineering course) show a substantial improvement in students’ learning outcomes.
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Students’ preparation for professional career needs to consider practical placements in the industry workplace. Paper reports project based learning where interdisciplinary team of students designed educational tablet games in university-industry environment. Students were involved in full product development life-cycle enhancing their technical and professional skills. Interdisciplinary team of education, multimedia communications and design students implemented educational tablet games for primary school classroom use.
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In the past, computer programming was perceived as a task only carried out by computer scientists; in the 21st century, however, computer programming is viewed as a critical and necessary skill that everyone should learn. In order to improve teaching of problem-solving abilities in a computing environment, extensive research is being done on teaching-learning methods, types of teaching software, the educational environment, and related tools. This paper, based on diverse experimental results, proposes an environment where elementary students can easily learn and practice computer programming. The proposed robot game environment used a tangible programming tool with which students can easily create robot programs, without learning syntax, and then validate their programming results; it can also provide various game activities to incite students' interest. Observation of elementary school students placed in the robot game environment confirmed the tool's usability and entertainment aspects, and students' attitudes toward programming and their understanding of programming concepts improved.
Conference Paper
This paper presents the process and the result of a systematic literature review about educational games in which the main theme is electricity consumption, executed from January to March 2014. The systematic review is characterized by the use of a method that aims to answer the questions of the researcher with rigor in the search, making trends and biases of the researcher interfere as little as possible on the results. The research questions raised were: 1) Are there educational games about electric power consumption? 2) How were these games used? The theme choice was made as a result of the environmental issues assigned to it and the consequences that consumption can generate. The result of the work, obtained from a survey in the ACM Digital Library, Elsevier (Science Direct) and Springer scientific research bases, revealed the existence of seven papers, which responded the questions made. The results indicate a lack of papers in which use approaches of the games are reported — highlighting the need for further investigation and share. It is believed that this work contributes to the academic community by presenting a list of games and their uses, and the knowledge from this type of research serves as an incentive for new games and different approaches to be designed and created.
Conference Paper
The use of educational games in an academic context seems to be a superb alternative to traditional learning activities, such as drill-type exercises, in order to engage 21 st -century students. Consequently, this work tries to raise the following objectives: analyze the effectiveness of game-based learning, characterize game elements that may contribute to create playing experiences, comprehend how different player types interact with games and, finally, design interactive games which may create challenges, set goals and provide feedback on progress while motivating learners to study physics and chemistry in a foreign language in the second cycle of Secondary Education (4 th E.S.O. that corresponds to the age of 15–16 years old). Specifically, we have used several Web 2.0 tools (Hot Potatoes, Scratch, What2Learn and SMART Notebook 11) and applications (Microsoft PowerPoint and Microsoft Excel) in order to create the games; and these games are based on the successive contents: laboratory safety, laboratory equipment, stoichiometry, atomic structure, electronic configuration, the periodic table, forces, motion and energy.
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In recent years, customization and personalization were widely applied to accommodate the needs of different cognitive style groups. Such two approaches have different advantages and disadvantages but there is a lack of studies to compare these two approaches from the perspective of game-based learning, which is currently popular in educational settings. To this end, we developed a customized game-based learning system and a personalized game-based learning system and conducted two empirical studies to examine how cognitive styles affected learner's reactions to these two game-based learning systems. The results from the customized game-based learning system showed that Holists might not always favor to listen to music because they frequently switched on/off music. On the other hand, Serialists did not prefer to use hints. In addition, learners with the customized game-based learning system had more positive perceptions while learners with the personalized game-based learning system had more negative perceptions though both systems were useful to enhance learners' learning performance, regardless of their cognitive styles.
Conference Paper
Curriculum 2013 was designed as a multidisciplinary thematic curriculum with learning process more focus on student activity. But in fact, the implementation of curriculum is not fully implemented in accordance with the concept that has been made. The teachers feel a lot of obstacles in implementing the curriculum 2013 which are related to the learning approach, learning methods, the creation of learning tools, the use of instructional materials, implementation of assessment, and other aspects. In addition, the constraints stemming from the students is the lack of student motivation in implementing the learning process, especially mathematics. This causes the level of student understanding becomes not meet the standards expected. To overcome this problem, the authors design and develop learning activities that focus on student activity, can motivate students to learn math and give them gradual understanding in math and reduce the workload of the teacher. Learning activity consists of playing educational games that are integrated with field activities and daily activities at home. The design of game content is based on a theme that developed into a mission or objective games. Mathematics topic that became the case study is the connection between numbers and social arithmetic in everyday life. Games built using storyline, the challenge level and reward systems. The game is intended for 7th-grade junior high school students. The design of game using model Three Layered Thinking. This model integrates gaming goals into the curriculum goal and design game by reducing the complexity of design tasks and improving four factors: the ability (skill), challenge, concentration and pleasure. The conclusion from this research are (1) the use of educational games in the learning process does not have a significant impact toward the enhancement of student learning outcomes. (2) But, the student gives positive feedback about the use of the game to support their learning process in the school. (3) The design of learning activity which is using game integrated with field activity (outside classroom) and daily activities at home have a potential to improve the capacity of education, reduce student lesson hour in the school and teacher's work hours.
Conference Paper
In the world of education today learning system needed a system which is more interesting and fun. But the material presented can be understood by students. The curriculum currently used in Indonesia is curriculum 2013 has many obstacles in its application. The constraints are teachers who are not qualified enough to teach and also the number of teachers less. Author designing and build educational game using educational games design model for game design and using thematic methods for learning design. The game design is done by reviewing the material on the curriculum 2013 that adapted to the design of the game story. The results showed that the group of students who play games have increased in speed and correctness in answer the questions with a gain value of 0.6. Results of a questionnaire from 32 correspondent students gained an average of 3.3 at scale 4, it can be concluded that this educational game system learning can improve student understanding.