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Game-Based Learning Model Using Augmented Reality Technology to Promote Creative Problem Solving

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Challenges and rewards are integral to the logic of digital games, and through them, users can learn and develop various skills. When games are employed in educational contexts, they can enhance creativity and contribute to students' development. The Game-Based Learning (GBL) methodology is grounded in the use of games in the educational context, whether they are meant for educational or entertainment purposes. This article aims to investigate whether the digital puzzle game called FEZ - which takes place in a three-dimensional scenario where the player interacts through two-dimensional views - can be used for teaching geometry, specifically from the perspective of Descriptive Geometry for learning concepts about the System of Views. To achieve this goal, we analyzed FEZ from the perspective of the Instrumental Approach as an educational resource for teaching concepts of the Orthographic Drawings System. As a result, we identify similar characteristics between the Orthographic Drawings System and the design aspects of the FEZ game that suggest the possibility of using this game as a didactic resource.
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Emerging trends such as digitalization, globalization, and the COVID-19 pandemic are forcing higher education institutions to undergo constant organizational and technological changes and to introduce innovative pedagogical approaches suitable for teaching a new generation of students—the so-called digital natives. The goal of this paper is to engage in the ongoing debate in higher education about new teaching methods, i.e., game-based learning methods, which meet the needs of digital natives. They have grown up in a fast-paced, technology-driven society, which has affected how they absorb information, their ability to concentrate for extended periods, and their motivation and engagement in the learning process. Existing research suggests that implementing the game-based learning method can be very difficult and costly, as it often requires adapting the freely available game to the requirements of the particular course and additional investment in purchasing appropriate equipment. In this paper, we develop a comprehensive procedure for introducing a cost-effective game-based learning method in higher education, which includes thirteen steps to help lecturers introduce game-based activities straightforwardly into their teaching processes. In addition, we also present security, cultural, and quality assurance issues that need to be considered when implementing game-based learning in higher education.
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Creative Problem Solving (CPS) is a sub-area within Artificial Intelligence (AI) that focuses on methods for solving off-nominal, or anomalous problems in autonomous systems. Despite many advancements in planning and learning, resolving novel problems or adapting existing knowledge to a new context, especially in cases where the environment may change in unpredictable ways post deployment, remains a limiting factor in the safe and useful integration of intelligent systems. The emergence of increasingly autonomous systems dictates the necessity for AI agents to deal with environmental uncertainty through creativity. To stimulate further research in CPS, we present a definition and a framework of CPS, which we adopt to categorize existing AI methods in this field. Our framework consists of four main components of a CPS problem, namely, 1) problem formulation, 2) knowledge representation, 3) method of knowledge manipulation, and 4) method of evaluation. We conclude our survey with open research questions, and suggested directions for the future.
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Reflective practice is the ability to revisit and reassess one's previous actions to engage intentionally in the process of learning. The concept of reflection leads from unconscious aspects of learning or experience to mindful awareness, giving an individual the power to absorb everyday experiences to make appropriate conscious choices. Digital games in game-based learning (GBL) offer interactive learning with authentic practice and a high retention rate. Digital games are also considered an immersive and safe medium of stealth learning with the freedom to identify, explore, fail, and then retry. Main game elements such as feedback in a user interface (UI), head-up displays (HUDs), maps, prompt messages, and social discourse are reflective in nature; therefore, by default, games are reflection machines and appropriate mediums for triggering and supporting reflective learning. However, despite reflective learning having the ability to improve teaching and learning experiences in a practical form, work dedicated to reflective design in GBL is still limited. Previous studies have incorporated reflective practices into a learning environment to improve the learning rate. These practices may vary over domains and yield different outcomes that are not converged yet. While current game design comprises all features that facilitate reflection "as a whole set", it misses individual reflection differences. However, getting maximum usage of the reflective nature of games with authentic learning content while maintaining the fun criteria can be challenging. Hence, a sound design methodology and guidelines are needed to assist the game designer in aiding effective learning with reflective practices. In this paper, our primary purpose is to align reflective learning practices with existing GBL approaches and then provide a framework to incorporate reflective learning practices into designing GBL. The intention is that this framework will help designers, educators, and researchers to design game-based learning experiences following reflective design practices.
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A Aprendizagem Baseada em Jogos (Game-based learning - GBL) refere-se a uma abordagem inovadora oriunda do uso de jogos que possuem valor educacional para fins de ensino. Embora várias pesquisas realizadas relacionando jogos e ensino, poucos estudos têm explorado a eficácia da utilização da aprendizagem baseada em jogos na educação de cursos da área médica. Este trabalho tem como objetivo a elaboração de uma revisão da literatura para avaliar a eficácia dessa nova metodologia no ensino na área da medicina. A pesquisa foi realizada nas bases: PubMed, Biblioteca Virtual em Saúde (BVS) e Cochrane. Foram utilizados os termos constantes no DeCs: “Jogos Experimentais”, “Ensino”, “Educação de Graduação em Medicina" em língua portuguesa e inglesa, considerando ainda seus sinônimos, em combinações e associações aos operadores booleanos. Dentre os 529 artigos recuperados, 38 foram selecionados para leitura na íntegra. Os resultados mostram que as estratégias de GBL são tão eficientes quanto as aulas tradicionais, apresentando o diferencial frente esta última por serem mais propícios ao engajamento do aluno, bem como divertidos e interativos. O uso de técnicas de Game-Based Learning promove o ensino e a aprendizagem de tópicos associados às Ciências Médicas no Ensino Superior, podendo ser tão ou mais eficiente que os modelos de ensinagem tradicionalmente adotados. Ainda, GBL promove a motivação necessária ao aluno adulto no seu processo de aprendizagem, sendo este um importante diferencial frente às demais metodologias baseadas na simples exposição de conteúdos pelo docente.
Chapter
This chapter presents Alex Osborn’s 1953 creative problem-solving (CPS) model as a three-procedure approach that can be deployed to problems that emerge in our everyday lives. The three procedures are fact-finding, idea-finding and solution-finding, with each step carefully informed by both divergent and convergent thinking. Using case studies to elaborate on the efficacy of CPS, the chapter also identifies a few common flaws that can impact on creativity and innovation. This chapter explores the challenges posed by ‘wicked problems’ that are particularly challenging in that they are ill-defined, unique, contradictory, multi-causal and recurring; it considers the practical importance of building team environments, of embracing diversity and difference, and other characteristics of effective teams. The chapter builds conceptually and practically on the earlier chapters, especially Chapter 4, and provides case studies to help make sense of the key principles of creative problem-solving.KeywordsCreative problem-solvingFact-findingIdea-findingSolution-findingDivergent thinkingConvergent thinkingWicked problemsGroupthink
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In this study, it is aimed to examine game-based learning processes from the point of view of different variables, to contribute to the literature on this concept, which is often used in practice in official and private educational institutions, but to a limited extent in the academic literature. A game is a fun activity that is constantly present in a person's life and is sometimes connected to a purpose, and sometimes applied without basing it on any purpose. The game is a fun behavior that does not involve any planning, arrangement, can develop spontaneously and is intended for enjoyment. In this aspect, the game is a phenomenon that is applied in the general process, especially in the form of a learning method and technique, as a phenomenon that does not have space and time restrictions. In addition, the fact that children of playing age are not worried about life and need care leads to the accumulation of excess energy in them, and at this stage the game comes into play, allowing the energy to be spent. From the perspective of educational management, it would not be wrong to state that one of the main goals is to channel this accumulated energy significantly into learning processes. Key Words: Play, Play-Based Learning, Children
Article
This study aims to determine the effectiveness of using the CPS (Creative Problem Solving) learning model to improve students' critical and creative thinking skills. This research is an experimental study using a quasi-experimental research design with a non-equivalent control group design. The sampling technique used purposive sampling and obtained class VIII A and VIII F. Improving students' critical thinking skills based on T-Test test data pretest and posttest were 4.01 in the control class and 10.29 in the experimental class, both of which were higher than the Ttable, which was 1.99. Improving students' creative thinking skills based on the STUDENT WORKSHEET T-Test Test of 5.035 in the control class and 10,041 in the experimental class, and the T-Test mind mapping of 6,428 in the control class and 6,240 in the experimental class. From the test results, it was found that H0 was rejected so that there was an increase in students' critical and creative thinking skills. Thus, the application of the CPS (Creative Problem Solving) model on the Science material is effectively used to improve students' critical and creative thinking skills.
Chapter
Game-based pedagogies use games for achieving learning outcomes by guiding the learners through specific tasks, which can be digital and/or non-digital and can promote deep meaningful learning. Therefore, the design of game-based learning helps learners to engage in the meaning-making process and ensure better participation. As the boundaries of classroom learning become blurred through blended or hybrid learning approaches, game-based learning enhances digital literacies for digital natives to prepare them for building a knowledge economy. By exploring existing literature, this chapter highlights how technology can support teachers and learners to go beyond their existing pedagogical boundaries by focusing on ways games may serve as digital sources of learning. It also explores the role game-based pedagogies and digital learning design frameworks play in enhancing learner engagement, collaboration, and cultural understanding.
A Systematic Review on the Neuro-Cognitive Correlates of Game-Based Learning in Higher Education Learning Environments
  • S Baboo
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Baboo, S., Kanna, Y., & Bennett, C. N. (2022). A Systematic Review on the Neuro-Cognitive Correlates of Game-Based Learning in Higher Education Learning Environments (pp. 58-77). https://doi.org/10.4018/978-1-7998-7271-9.ch004
Games based learning in mathematics education. Union: Jurnal Ilmiah Pendidikan Matematika
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Himmawan, D. F., & Juandi, D. (2023). Games based learning in mathematics education. Union: Jurnal Ilmiah Pendidikan Matematika, 11(1), 41-50. https://doi.org/10.30738/union.v11i1.13982