Science method

Game-Based Learning - Science method

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I would like to inquire about the differences between game-based learning, serious games, and gamification for instructors.
In addition, have you observed improvements in students' performance in certain areas? What implementation challenges have you encountered?
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Hello! Generally speaking, these three terms can be put like this:
  • Game-based learning (GBL) is an approach to teaching that uses games to deliver educational content and experiences. GBL focuses on learning and examples of it are educational games or commercial games used in classrooms.
  • Serious games are designed for a specific purpose other than entertainment, such as education, training, or healthcare. Serious games focus on specific purposes, like professional education, training, or healthcare. Examples include Simulations, training games, and some educational games.
  • Gamification is a process of applying game-like elements and principles to non-game contexts. Gamification focuses on engagement as well as motivation. Some examples include point systems, rewards, and leaderboards.
While GBL and Serious games can be confused with each other, gamification is quite a bit different.
A nice explanation was provided in:
  1. Becker, K. (2021). What’s the difference between gamification, serious games, educational games,and game-based learning? Academia Letters, Article 209. https://doi.org/10.20935/AL209
  2. Schrader, Claudia. (2023). Serious Games and Game-Based Learning. 10.1007/978-981-19-2080-6_74.
And if you want to see some websites:
  1. https://www.teacheracademy.eu/blog/game-based-learning/#game-based-learning-vs-gamification
  2. https://www.game-learn.com/en/resources/blog/all-you-need-to-know-serious-games-game-based-learning-examples/
  3. https://elearningindustry.com/the-gamification-guide-for-teachers
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Dear Researchers,
How are you all, I hope you are doing well.
a colleague and I have been debating about the structure of this research title, I would like a third party's perspective.
Title:
"Communication Game-based learning in a tertiary grammar context: EFL students' and lecturers' perceptions."
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"Exploring the Impact of communicative Game-based learning experiences on students' and lecturers' perceptions in a tertiary grammar context."
Note: This research title/topic is appropriate to utilize for Quantitative, qualitative, & mixed-method research approaches. Best!
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Gamification incorporates game elements or a game framework into existing learning activities. Game-based learning creates learning activities that are inherently game-like. What are other differences between gamification and game-based learning? Which method, in your opinion, is better for learning in this era?
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Game-based learning makes learning and instruction fun and immersive. Games give experiences meaning, they provide a set of boundaries within a safe environment, to explore, think, and try things out. They provide the motivation to succeed and reduce the sting of failure. https://elearningindustry.com/game-based-learning-for-increased-learner-engagement-new-hires/amp
Potential drawbacks of game-based learning
Too much screen time.
Games aren't always created equally.
Games can be a source of distraction.
It requires a technology learning curve.
Doesn't replace traditional learning strategies.
Not always aligned to teaching or learning goals.
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Hello, everyone. I would like to hear your thoughts on something related to educational games and game-based learning.
Currently, there exists a body of knowledge of game learning analytics (GLA), which encompasses everything related to learning analytics for educational games. As far as I know, many researchers have explored how to allow educators conduct GLA through, e.g., analytics dashboards. But what about allowing educators to modify the content of the educational game? For example, a teacher may want to lengthen or shorten levels in a Super Mario Bros-like educational game. Have there been any studies on this matter? I have only found studies on allowing educators to modify assessments in educational games; however, since "game content" can consist of many types of design elements (levels, enemies, mechanics, etc.), "content modification" can go beyond merely modifying assessments.
In my mind, educators should ideally be allowed to conduct GLA on their students' game-based performances and modify various aspects of the game's content (again, not just assessments). Does this kind of technology exist yet? Has any researcher attempted to explore it yet? Do you know a different topic or type of technology that resembles or intersects with this topic?
Thank you very much for your thoughts on this matter.
Regards,
Pratama
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Dear Mr. Atmaja!
Hereby below I searched articles that might be of value for YOU:
1) Dorfner, N., Zakerzadeh, R. Academic Games as a Form of Increasing Student Engagement in Remote Teaching. Biomed Eng Education 1, 335–343 (2021). https://doi.org/10.1007/s43683-021-00048-x Open access:
2) Pakinee, A., Puritat, K. Designing a gamified e-learning environment for teaching undergraduate ERP course based on big five personality traits. Educ Inf Technol 26, 4049–4067 (2021). https://doi.org/10.1007/s10639-021-10456-9 Free access:
3) Agbo, F.J., Oyelere, S.S., Suhonen, J. et al. Co-design of mini games for learning computational thinking in an online environment. Educ Inf Technol 26, 5815–5849 (2021). https://doi.org/10.1007/s10639-021-10515-1 Free access:
4) Noora, L. Laakso et al. 2021. Developing students’ digital competences through collaborative game design, Computers & Education, Volume 174, December 2021, Free access:
Yours sincerely, Bulcsu Szekely
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I am developing a quasi experimental study in the field of game-based learning and initially I intended to use different subjects for both control and experimental. But, due to covid-19 restrictions, I will only have access to my experimental group sample. In the past (some months before starting the experimental intervention), I developed an exploratory approach with the same group that I didn’t publish yet.
Summing up, my question is: what is the scientific validity of using the same subjects, in different points in time as both control and experimental group? What issues can be anticipated?
Thank you so much!
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Using the same subject as control and experimental group will depend on the study design. If it is a crossover study, then it may be fine as different groups would undergo different interventions or control at various time points. However, if you have only one group and use it as control and experimental group, then it may lead to issues regarding the confounding factors. The groups may not be of the same age when treated as control and experimental. Furthermore, growth may play a role in giving you different outcomes which may not necessarily be due to treatment or experiment. The upside is that the control and experimental groups would be matched perfectly as they are the same group.
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We are trying to push the acceptance of Serious Gaming in SME in the Dutch-German Border region. Therefore we are interested in the acceptance of Serious Gaming by CEO and owners of SME.
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Dear Dr. Pastoors!
I found a case study you might want to look at:
Ton A.M. Spil et sl. (2021). Are serious games too serious? Diffusion of wearable technologies and the creation of a diffusion of serious games model, International Journal of Information Management, Volume 58, June 2021, Citation:..."129 interviews to find requirements and validate first prototype of the game.Results are positive from a formal technology acceptance point of view showing relevance and usefulness." ,Open access:
Yours sincerely, Bulcsu Szekely
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Asking for a friend:
Greetings
I am a last-year Ph.D. student who is waiting for a doctoral defense session. I am going to continue my Postdoc in the area of pragmatics and language education. Do you have any idea about the existed opportunities? Thanks so much in advance
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Look out for vacancies on The Linguist List https://linguistlist.org/career/search/. If you know which researchers have projects on these topics that you are interested in, write to them to introduce yourself. It's also worth asking your PhD supervisor about this.
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I'm going to be teaching an online course to minors using game-based learning strategies. I wasn't to make sure I consider ethics considering students (likely their parents) will be paying to take part in the course. They will have the choice to participate or not participate in the research and all other standard research protections such as anonymity in publishing, etc.
Is it ok that they are paying in versus being paid? Does the course to be free in order to be ethically appropriate?
Are there other ethical ideas I need to consider?
Thanks in advance!
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Yes, the question is not clear as Edmund stated
Based on my understanding, It should be the same as practicing the ethical and regulatory rules of private and formal courses.
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Educational games have been seen as effective tools for enhancing learners' learning (game-based learning platforms). However, in recent times, we have noticed some problems with the isolation of games users (in general). Can educational games also increase the isolation of learners?
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This depends on the nature of games, social situation and child psychology.
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Dear Sir/Mdm/Dr/Prof,
I am a PhD candidate pursuing in Game-Based Learning. I have developed a game with a pedagogical Avatar with different realism level. My research aim would be to test whether students emotions will be a significant mediator in students motivation in learning. Therefore chose SAM as my instrument. It will be helpful if I can get a manual on using SAM so that can achieve accurately the intended result. Is there any manual in using the SAM instrument(self assessment manikin)?
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Please go to this useful link:
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Hello all,
I was wondering if anyone could recommend me a paper or three discussing or revolving around the game-reality barrier in educational games?
To clarify, I am currently doing research on how people learn from playing educational games about sustainability issues of all shapes, sizes and formats. A concern of mine is that educational games might be perceived as just that - games, with no roots or parallels in reality.
While I do know that there are several good examples of how game-based learning could be effective, I am still curious as to how the potential barrier between games and reality might affect the learning outcomes of those who play.
Any and all suggestions for peer-reviewed papers and / or books are highly welcome!
- Kristoffer
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I have been conducting research in serious games for health for some time now. Our first thought on the subject was that the gamification of rehabilitation programs would make patients forget about their daily situation and focus on enjoying the session through solely playing the game. However, and after a number of clinical trials with patients and discussions with medical experts, we found that creating a link between the game and the rehabilitation of the patient can motivate them even more.
While patients would appreciate forgetting about their preoccupation through a game, clarifying how this game can help translate their effort into reality (i.e. helping them recover their range of motion).
I have read similar results in other research, notably for children with diabetes, who became more motivated when the game was presented as a tool that relates to their real life problem.
A. Fuchslocher, J. Niesenhaus, and N. Krämer, “Serious games for health: An empirical study of the game ‘ Balance’ for teenagers with diabetes mellitus,” Entertain. Comput., vol. 2, no. 2, pp. 97–101, 2011.
I invite you to visit my profile if you wish to know more about our research.
Regards,
Halim
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Dear all,
I'm working in a research that aims to build a platform for the users who have learning difficulties. And I need a co-researcher (preferred in the learning field ) to collaborate with me in specific points.
If any one interests please reply this discussion or contact me directly .
Regards
Samaa Shohieb
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In which nations are businesses (and schools) most interested in playing "serious games" or engaging in "serious play" to help executives, managers, and workers better understand their working world so that they may make better decisions?
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Dear Ali,
I appreciate your excellent information and suggestions for additional investigations!
Thanks,
Steve
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I'm looking for a simple game design and/or theory within which I can ground the research.
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The recent promotion and adoption of digital game-based learning (DGBL) in primary and secondary education presents compelling opportunities as well as challenges for early childhood educators who seek to critically, equitably and holistically support the learning and play of today's so-called digital natives.   However, with most DGBL initiatives focused on the increasingly standardized ‘accountability’ models found in educational institutions, also in the meantime, in the absence of a common critical and theoretical foundation for DGBL, propose a conceptual framework that challenges what regard to be the institutionally nullified dimensions of autonomy, play, affinity and space that are essential to DGBL.   Contend that these dimensions are ideally situated within the inclusive and play-based curriculum early childhood learning environments, and that the early years constitute a critically significant, yet overlooked, location for more holistic and inclusive thinking on DGBL.
Attached herein.
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I found a report of the use of game theory for the design of tournaments in which computer science students solutions they developed in a problem based instruction process. This is the article I have: "Using game theory and Competition-based Learning to stimulate student motivation and performance"
Juan C. Burguillo*
Is anybody out here in the researchgate community busy with this?
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Actually what Juan Carlos proposes is to use Competition Based Learning, that is the use of competitive environments to foster student motivation. Game theory is used as a design for those competitive environments but not for the learning process.
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Do you think chess would help people in life? Do you consider chess as a strategic game, that once internalized, can foster to learn how to move in life's everyday situations, as the workplace or social interactions?
What do you think about "spending time" teaching and playing chess with your children?
Any opinion will be welcome
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I used to hear such types of statement from one of my high school mathematics teachers that playing chess helps in developing strong analytical brain. However, I never took is seriously as I find it a boring game because of negligible physical activity. I prefer to a play game in the ground rather than playing any indoor game. However, I have some friends how are really good in playing chess, but I do not find something really interesting among them which may have been because of playing chess.
According to me, playing chess may a brain storming game, but may not be able to develop strong analytical ability in solving some science/engineering problem. Your opinion may differ from mine in this matter as I not a good player of chess.
Regards
MN Alam
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I´m working in a research in secondary trying to develop Information skills in students of 14 years old, and want a know any other research that could give any ideas about how do it with videogames
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Also this one
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Hi guys!  I will conduct a research about the effect of gamification to the type of multiple intelligence. I am just curious if this aspect of education was already studied. 
(journals, researches, publications, etc)
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I have a concern about the question you posed - while multiple intelligence theory is widely popular, it simply lacks empirical support. For that reason, I suspect is has not (nor will in the future) be studied. See, for example, http://www.faculty.mun.ca/cmattatall/Multiple_Intelligences_.pdf but some additional literature searches will yield a lot more about problems with MI.
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I'm evaluating the usability of a game-based learning. I am looking for something more than questionnaires like any special tool to measure the emotions  and hear rate. any special equipment out thr?anyone can guide me.thanks in advance.
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The famous theory of motivation is Patterns of Adaptive Learning Survey (PALS).
Read for Carol Midgley; most of her work concentrates on this topic.
In general, the PALS states that the reasons behind striving for doing something (motivation) are:
  1. demonstrating ability (performance-approach)
  2. developing ability (task)
  3. avoiding the demonstration of lack of ability (performance-avoid)
You can find part of the scale in the following paper.
Middleton, M. J., & Midgley, C. (1997). Avoiding the demonstration of lack of ability: An underexplored aspect of goal theory. Journal of educational psychology, 89(4), 710.
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We are planning to develop a game for educational benefits, the main problem is to develop business model or logic for the game to describe it to the CEO. I need few suggestions on this with a proper example.
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Thank you so much Mr Andry, Mr Petri and  Mr Stephen for your valuable suggestions.
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Does anyone know what are the common group tasks that people use in their experiments? Tasks where performance can be easily evaluated objectively? I found in literature Michigan State University Distributed Dynamic Decision Making (MSU-DDD), but could not find the modified version for research. Does anyone have this game or know other games that I can use in research? Thanks!
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I was thinking about doing an experiment in teamwork efficiency, and the only thing that came to my mind is jigsaw puzzle solving: how much faster would a team of 2 solve the given 300-piece puzzle against team of 3, or something. You need something that is easy to parallelize, but that would require some interaction. My suspicion is that the good teamwork games would also be the games where individual effort is hard to quantify...
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I am looking for a good overview or review paper about psychological benefits of educational games. There are plenty of resources in the web. However, I would like to refer one or two good research papers which provides overview in order to help creating a curriculum for middle-school kids. Thanks in advance
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Take a look at these:
  • Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing video games. American Psychologist, 2014, 66–78.
  • Tobias, S., Fletcher, J. D., Dai, D. Y., & Wind, A. P. (2011). Review of Research on Computer Games. In S. Tobias & J. D. Fletcher (Eds.), Computer Games and Instruction (pp. 127–222). Information Age Publishing.
  • Wouters, P., Nimwegen, C. van, Oostendorp, H. van, & Spek, E. D. van der. (2013). A Meta-Analysis of the Cognitive and Motivational Effects of Serious Games. Journal of Educational Psychology, 105, 249–265. doi:10.1037/a0031311
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I am designing the next version of an educational video game, and want it to be appealing to young people and not so young ones too, making it useful from elementary school to the university. This sounds quite challenging because people's minds change a lot through those ages. What should I be aware of when doing this? Can you suggest a previous work about this topic? Thanks in advance
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Hi Juan,
This is truly a challenge! Children and young adults are very different target groups. Educational games already have the challenge to be appealing for a very broad usergroup. I think asymmetric games could be a solution. Having different roles for different user groups. I am not aware of any work on this for educational games but there is a lot of work on parameterizable games (attached paper) as well as different types of gamers (link to gamasutra). Maybe you can be successful combining both concepts. The idea is that players can customize the game to their play style with some parameters. You can either ask players or make a self adapting game. I hope this was helpful. If not do not hesitate to ask ;-).
Cheers,
 Markus
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Someone can suggest me bibliography to analyze the video game´s design learning, that is to say, playing, learning and creating content such custom maps or development V.G. ( Like  Warioware D.I.Y or Project Spark )
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On creating content for video games, you might take a look at this recent survey: A Survey on Procedural Modeling for Virtual Worlds (at CGForum). 
Specifically regarding dungeon generation: Procedural Generation of Dungeons (at IEEE TCIAIG)
You might as well take a look at the PCG Book in the make: http://pcgbook.com/
For evolutionary and search-based methods, J Togelius is indeed the best starting point.
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See above
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Hi Dear Benazir
Please see the attached file
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I'm looking for relevant publications in the Serious Games industry but I don't find interesting articles. Does anyone know any interesting journal that would be worth it?
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Ana, you might take a look at the INTERNATIONAL JOURNAL OF SERIOUS GAMES
as well as at the activities and publications of the EU-funded GaLA network of Excellence on serious games
incl. the upcoming GaLA conference (http://www.galaconf.org/).
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I am doing research on evidence based game design for the healthcare industry. Our team is trying to bring the games industry closer to the healthcare industry by transferring knowledge between the two. Both the industries would want evidences to see what works in games design and what does not. An example, for instance: games for children with autism should use simple interfaces. This is one example of things we would like to couple together. I also would like to couple gamegenres to specific problems in the health industry. Any hints for me?
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Not sure if any of these will help.
"Video games in health care" (covers use in specific health e.g., diabetes, anxiety; as well as in training)
"Educational Video Game Design: a review of the Literature" (2007)
"Exergames for Physical Education Courses: physical, social and cognitive benefits"
For some videos etc of health games you could try the "Games for Health Project" http://www.youtube.com/user/gfhproject
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Let us suppose serious games improve performance. What performance metrics can researchers or stakeholders use to measure performance improvement occurred?
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I could answer u in a 100 ways. Sry. I am an open minded inter- and transdisciplinary thinker. Sometimes a bit crazy... So: That´s why i am asking you: "Which performance term do u wanna use?"
Just a few more sentences pls about: I just call it "Strategic steps 2 embed thoughts"
First: Call the paradigma, your view bout science and your view to handle the term and yourself by "doing science" (i.e. using the performance term mabye based on a action theory in an anthropological layout using a qualitative metric)
Second: Call the structural properties and "key terms - concepts" (constitutive properties) that contribute to the sciencific community, which shall be related 2 answer your question, the question of other researchers and the non-scientific community (Willimczik could help).. Sry i don´t like research without sense and / or use .
In other words "open the field of research maybe by asking yourself bout the interest of research". Try to triangulate your personal interests about the performance term and your usage of the term and let us know your thoughts and interests."
Or in a more simple way: Just loose a few more words about
2. Research field, Domain, Discipline, Field of Intervention, where to use the implications caused using the term in a systematic manner
3. and your Theoretical Apporach
4. The metrics will follow itself... :)
Sincerely Steve
Short Way:
Steve Funke - TU Chemnitz Germany
Sports- and (Media-)Education scientist, Ergonomics and Human Factors Research, Media Psychology, also Business Studies, Philosoph with Interests in SG Design, Workflow and I am a Player of Bad "Shooter Games" that are made by the US Army (Military SG Games hehe )
Themes:
Learning Performance, Movement / Action / Motor Performance, coordinative performance, "Performance as a term to desrcibe the effectiveness of agents and processes to provoke states" , Instructional Design Performance
Motor Tests, Learning Tests, Usability Tests
d(/^_^)b
One question: Do u use the term SG 4 a computer based digital game or in a more general matter without any technology. Maybe SG as utilized Game, where Learning without recognizing the normativ layer becomes indoctrination or Playing a game becomes work? Games as simulated realities and Playing as Mimesis?
Did u already scrutinise the idea of men that stays in background of using the performance term? Did u ever thought about Cognitive/ Mind Performance? Body Performance? Aesthetic Performance? Performance of Education based on SG - SG Design Approaches.... Producing SG´s and teaching how to think about SG and conduct reseach is, in a strategic way (Seen by the Education policy) it might be cheaper to invest in SG, then i traditionell education settings...
i.e. easier then to make a film, write a book or instruct kids in front of the classroom? Didactic invests and educational efforts.. "The Suitability of the Du Pont System to evaluate educational performance / performance of education management processes?" . "Instructions as Investigations into the human capital ressources / Enhancing abilities 2 work, 2 live, 2 play, 2 learn, 2 computate, 2 communicate etc..."
And which Performance do u want to Improve by utilizing games?
Improving Performance of Thinking, Moving, Acting (i.e. Playing a Role in a theater)?
Second question: What kind of usage do u prefer? Handling performance only as a process or only as a result?
Third question: If u were a teacher in school.. Would u grade or evaluate the performance?