Questions related to Game-Based Learning
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?
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.
"Communication Game-based learning in a tertiary grammar context: EFL students' and lecturers' perceptions."
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?
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.
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!
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.
Asking for a friend:
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
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!
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?
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)?
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!
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 .
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?
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?
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
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
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)
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.
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.
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!
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
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
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 )
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?
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?
Let us suppose serious games improve performance. What performance metrics can researchers or stakeholders use to measure performance improvement occurred?