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Business simulation games: impact on SOLO taxonomy learning outcomes, learning performance and teamwork competency 商业模拟游戏对SOLO分类学习成果、学习绩效和团队合作能力的影响
Pub Date : 2022-08-20 DOI: 10.55612/s-5002-053-008
S. Nikou, A. Economides, Andromachi Boikou
Despite the increasing use of simulation games in business education, only few studies have explored the cognitive processes that learners employ while playing the game, with quite controversial results about the students’ learning outcomes. The current study analyses the impact of a Business Simulation Game (BSG) on the cognitive processes related to the “Structure of the Observed Learning Outcome” (SOLO) taxonomy. Moreover, overall learning performance and perceived teamwork competency have been investigated. A quasi-experimental pre and post-test design was applied. Eighty (80) university students played a marketing simulation game to practise a business marketing plan. The results showed a significant improvement in the unistructural and extended abstract levels of the taxonomy after playing the game. There was no significant difference in the multi-structural level while the effect on the relational level was negative. Also, a strong, positive correlation between perceived teamwork competency and learning performance was found. Implications for instructional designers and educators are discussed.
尽管模拟游戏在商业教育中的应用越来越多,但只有很少的研究探索了学习者在玩游戏时所使用的认知过程,并且对学生的学习成果产生了相当有争议的结果。本研究分析了商业模拟游戏(BSG)对与“观察学习结果结构”(SOLO)分类相关的认知过程的影响。此外,整体学习绩效和感知团队合作能力也被调查。采用准实验前后试验设计。80名大学生玩了一个营销模拟游戏来练习商业营销计划。结果表明,玩游戏后,分类的非结构和扩展抽象水平有了显著提高。在多结构水平上无显著差异,而在关系水平上呈负向影响。此外,团队合作能力感知与学习绩效之间存在显著的正相关关系。讨论了对教学设计师和教育者的启示。
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引用次数: 0
Liber Domus Development of a Prototype RPG for 6th Grade Mathematics and Science Learning Liber Domus为六年级数学和科学学习开发的原型RPG
Pub Date : 2022-08-20 DOI: 10.55612/s-5002-053-003
E. Nunes, Bruno Gavaia, Rui Rodrigues, Luís Sampaio, Raquel Silva
Recent studies shed an unfavourable light on existing tools that support at-distance learning in pre-university students. Concerns revolve around motivation, focus, engagement as well as long-term knowledge retention rates. Multiple attempts were made to connect digital games with education, designated by Game-Based Learning, although educational outcomes have been mixed. Possibly due to ad-hoc experimentation, the effects seem related to relationships between specific game mechanisms and structural design. This research project focused on potential effects of a digital 3D role-playing game in learning. A multidisciplinary team built a prototype, named Liber Domus, using game developing techniques and mechanisms that have never been used or explored in the area on this scale. Preliminary results show the game presents students with a more dynamic approach to learning inside the classroom, increasing motivation and fun levels and allowing for a less repetitive revision of subjects, and the flexibility of the tool for both classroom and at-home learning. Further development is ongoing.
最近的研究对支持大学预科学生远程学习的现有工具提出了不利的看法。人们关注的是动机、专注度、参与度以及长期知识留存率。人们曾多次尝试将数字游戏与教育联系起来(游戏基础学习),尽管教育成果喜忧参半。可能是由于临时实验,效果似乎与特定游戏机制和结构设计之间的关系有关。本研究项目聚焦于数位3D角色扮演游戏对学习的潜在影响。一个多学科团队创建了一个名为《Liber Domus》的原型,使用了从未在该领域使用或探索过的游戏开发技术和机制。初步结果表明,该游戏为学生提供了一种更有活力的课堂学习方法,增加了动力和乐趣水平,减少了科目的重复复习,并且该工具对课堂和家庭学习都具有灵活性。进一步的开发正在进行中。
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引用次数: 0
Can Bloom's Higher Order Thinking skills be achieved by Gamified Learning through Social Networking Site (SNS) like Facebook? 布鲁姆的高阶思维技能能否通过Facebook等社交网站的游戏化学习实现?
Pub Date : 2022-08-20 DOI: 10.55612/s-5002-053-007
Amuthageetha Nagarajan, Arkendu Sen
Medical students commonly may resort to rote learning of complex medical topics such as neuroanatomy, primarily if they disengage and work in silos. Providing students with engaging and interactive content, especially of Higher Order Thinking Skills (HOTS) of Blooms, to understand such complex topics and simultaneously providing an opportunity for collaborative learning can be beneficial. This can allow authentic learning towards competency to handle complex medical issues. To address this, the present study developed a novel social network site using three key aspects: An integrated curriculum delivery approach with the integration of games to stimulate creativity (Gamified content), real-life medical scenarios (authentic Case-based learning), and the provision of a social networking platform (Facebook) to voice ‘students’ thoughts through simple, group brainstorming in an informal learning space (social media). Innovatively ‘Bloom’s taxonomy is used to create gamified quizzes of increasing difficulty levels and HOTS levels. We identify’ students’ engagement and learning effectiveness of social networking and gamified learning by medical students over traditional learning management systems. The Lecturers’ feedback also evaluates how well the learning outcomes are planned to be achieved through the learning designs of such games. We found that this learning design combining SNS with games at various levels enhanced the learning processes.
医科学生通常会死记硬背复杂的医学课题,比如神经解剖学,主要是在他们脱离课堂,各自为政的情况下。为学生提供有吸引力和互动性的内容,特别是bloom的高阶思维技能(HOTS),以理解这些复杂的主题,同时提供合作学习的机会是有益的。这可以让真正的学习能力来处理复杂的医疗问题。为了解决这个问题,本研究利用三个关键方面开发了一个新的社交网站:一种整合游戏的综合课程交付方法,以激发创造力(游戏化内容),现实生活中的医疗场景(真实的基于案例的学习),以及提供一个社交网络平台(Facebook),通过在非正式学习空间(社交媒体)进行简单的集体头脑风暴来表达“学生的想法”。布鲁姆的分类法被创造性地用于创造游戏化的难度等级和HOTS等级的测验。与传统的学习管理系统相比,我们确定了医学生在社交网络和游戏化学习中的“学生参与度和学习效率”。讲师的反馈还评估了通过此类游戏的学习设计计划实现学习成果的程度。我们发现这种将SNS与不同层次的游戏相结合的学习设计能够促进学习过程。
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引用次数: 0
Three Tiers of Gamification in a College Course on Problem Solving for Global Challenges 游戏化在解决全球挑战的大学课程中的三个层次
Pub Date : 2022-08-20 DOI: 10.55612/s-5002-053-005
S. Tanimoto
Three different forms of gamification in learning are described in the context of an intensive four-week course for incoming freshmen at the University of Washington. The course covers topics from several disciplines including computer science, game theory, and the learning sciences. The three tiers of gamification are (A) students learn while playing games, (B) students learn when they formulate complex global problems as games, and (C) students learn as they take on agile software-development team roles as they create digital games. Each of these tiers has motivational justifications, and in addition, these tiers offer complementary benefits. For example, the gamification of “wicked” problems in tier B requires and stimulates meta-cognitive thinking. When the students themselves are charged with formulating the problems as games, they end up better understanding the factors that go into successful problem solving, including “thinking outside of the box” and reformulating problems to make them more tractable to solution. Presented here are the design rationale for the course, observations about student learning and challenges, and how the course’s pedagogy compares with methods described in the literature.
在华盛顿大学为即将入学的新生开设的为期四周的强化课程中,描述了三种不同形式的学习游戏化。本课程涵盖多个学科的主题,包括计算机科学、博弈论和学习科学。游戏化的三个层次是(A)学生在玩游戏时学习,(B)学生在将复杂的全球问题作为游戏时学习,以及(C)学生在创建数字游戏时担任敏捷软件开发团队角色时学习。每一层都有动机的理由,此外,这些层提供了互补的好处。例如,B层“邪恶”问题的游戏化需要并刺激元认知思维。当学生自己负责将问题表述为游戏时,他们最终会更好地理解成功解决问题的因素,包括“跳出框框思考”和重新表述问题以使其更易于解决。这里介绍的是课程的设计原理,对学生学习和挑战的观察,以及课程的教学法与文献中描述的方法的比较。
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引用次数: 0
Gameful design for skills development for youths in urban marginalised communities 为城市边缘社区的年轻人提供技能发展的游戏设计
Pub Date : 2022-08-20 DOI: 10.55612/s-5002-053-002
Chinonye Leuna Obioha, I. Zyl
Unemployment is high among youths living in marginalised communities in South Africa. One of the reasons is that many young people are either un- or low-skilled to gain employment in a digital economy requiring high-skilled individuals. The fourth industrial revolution (4IR) also exacerbates the future of work for these youths if they remain unskilled. Training with digital technologies is becoming the norm (especially with COVID–19) but engaging and motivating youth to learn skills is challenging. Gameful design, when effectively used, can create engagement and motivation. This study investigated what gameful elements can engage and motivate youths in marginalised communities to learn employable skills and how these elements can be incorporated into a system. We conducted a series of co-participatory workshops, including self-reflection tasks with some youths from a marginalised urban community in the Western Cape, South Africa. The study finds twenty-three system-based gameful design elements and three non-system-based elements to engage and motivate youths. The results provide insights for gameful designers, development centres, and policymakers involved with youth skills development.
生活在南非边缘社区的年轻人失业率很高。其中一个原因是,在需要高技能人才的数字经济中,许多年轻人要么缺乏技能,要么缺乏技能,无法获得就业机会。第四次工业革命(4IR)也加剧了这些年轻人的未来工作,如果他们仍然没有技能。数字技术培训正在成为常态(特别是在2019冠状病毒病期间),但吸引和激励年轻人学习技能是一项挑战。如果有效使用游戏设计,它可以创造用户粘性和动机。这项研究调查了哪些游戏元素可以吸引和激励边缘化社区的年轻人学习就业技能,以及如何将这些元素纳入一个系统。我们举办了一系列共同参与的研讨会,包括与来自南非西开普省一个边缘城市社区的一些年轻人进行自我反思任务。该研究发现了23个基于系统的游戏设计元素和3个非基于系统的元素来吸引和激励年轻人。研究结果为参与青少年技能发展的游戏设计师、开发中心和政策制定者提供了见解。
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引用次数: 1
Students as Game Creators. Easing the game construction process by using a toolkit to game design 作为游戏创造者的学生通过使用游戏设计工具包来简化游戏构建过程
Pub Date : 2022-08-20 DOI: 10.55612/s-5002-053-006
P. Beça, Mónica Aresta, Rita Santos, A. Veloso, Gonçalo Gomes
In recent years, serious games and gamification strategies have been used in the education field and seen as highly motivating for educating and motivating younger people. As regard to games, and in the field of environmental education, they emerge as an innovative approach to raise environmental awareness among youths, namely by challenging students to develop their own games for learning. When research also mentions obstacles in involving students to explore educational contents through game design, this paper presents the Gamers4Nature Toolkit, an artifact developed to support the creation of digital environmental-related games by younger students with no experience in game design. The toolkit was used by 53 upper-secondary and 114 undergraduate students along several game creation sessions, leading to the development of 66 digital games. Findings indicate that the Toolkit was considered an engaging approach to game creation, making it a valuable resource to support educators in game design activities.
近年来,严肃游戏和游戏化策略已被用于教育领域,并被视为对教育和激励年轻人具有高度激励作用。在游戏方面,在环境教育领域,它们是一种创新的方法,通过挑战学生开发自己的学习游戏来提高青少年的环境意识。当研究还提到让学生通过游戏设计来探索教育内容的障碍时,本文提出了Gamers4Nature工具包,这是一个为支持没有游戏设计经验的年轻学生创建数字环境相关游戏而开发的人工产品。53名高中生和114名本科生在几个游戏创作环节中使用了该工具包,开发了66款数字游戏。研究结果表明,该工具包被认为是一种引人入胜的游戏创造方法,使其成为游戏设计活动中支持教育工作者的宝贵资源。
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引用次数: 0
Applications of Virtual and Augmented Reality for Practical Application Learning with Gamification Elements 虚拟和增强现实在游戏化元素的实际应用学习中的应用
Pub Date : 2022-08-20 DOI: 10.55612/s-5002-053-010
Fábio Silva, João Ramos, Cesar Analide
Virtual reality and augmented reality have the potential to enhance and widespread practical learning environments in professional courses efficiently in a cost-efficient manner by limiting the costs of real resources substituting them with fixed costs from.VR/AR applications with virtual resources. There are advantages in the learning process, as practical, active and visual learning methods are more efficient and virtual and augmented reality can digitalize these procedures and replicate them at scale with different degrees of virtualization. In this work we aim to provide a framework that allows the creation of VR and AR experiences for learning or training proposes in a serious environment adding gamification elements to keep user engaged in the learning/training process. In the process gamification adaptation to VR/AR environment is demonstrated in real applications. The learning tasks in this approach are not necessarily changed or take advantage of new forms of interactions and guidance but aim to be replicated in a blend between virtual and real environments. In this regard, we hope to advance gamification application to account for more elements, such as VR/AR interaction, digital twins and digital aids in a learning application. In this article we detail possible scenarios for the application of virtual reality and augmented reality combined with machine learning in serious games and learning scenarios.
虚拟现实和增强现实有潜力通过限制真实资源的成本,用固定的成本代替真实资源,以成本效益的方式有效地增强和推广专业课程中的实践学习环境。虚拟资源的VR/AR应用。在学习过程中有优势,因为实用、主动和可视化的学习方法更有效,虚拟和增强现实可以将这些过程数字化,并以不同程度的虚拟化进行大规模复制。在这项工作中,我们的目标是提供一个框架,允许在一个严肃的环境中添加游戏化元素,以保持用户参与学习/培训过程中,为学习或培训建议创建VR和AR体验。在此过程中,游戏化对VR/AR环境的适应在实际应用中得到了验证。这种方法中的学习任务不一定要改变或利用新的交互和指导形式,但目标是在虚拟和现实环境之间的混合中复制。在这方面,我们希望推进游戏化应用,在学习应用中考虑更多的元素,如VR/AR交互,数字双胞胎和数字辅助。在本文中,我们详细介绍了虚拟现实和增强现实结合机器学习在严肃游戏和学习场景中的应用的可能场景。
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引用次数: 0
Teachers Perception of Gamification as a Teaching Design 教师对游戏化教学设计的认知
Pub Date : 2022-08-20 DOI: 10.55612/s-5002-053-004
Eva Mårell-Olsson
This paper reports on a study investigating teachers’ experiences of using gamification as a teaching strategy, in combination with the use of contemporary and emergent technologies in K–12 education. More specifically, the aim was to explore and understand the opportunities and challenges teachers describe by using gamification in teaching. The study was conducted between 2014 and 2018 and included four sub-studies in which university students were given the task of designing gamified teaching activities for school students within K–12 education. This was combined with the use of contemporary technologies such as laptops, media tablets, and emergent technologies such as smart glasses. The university students’ gamification designs were tested in school settings within K–12 education. The empirical material is based on observations of the schools’ tests and interviews with participating teachers. The findings illustrate three emerging themes concerning (a) fostering motivation and collaboration,(b) needing pedagogical balance to achieve deeper learning and (c)organisational changes regarding time and collaboration in teacher teams. The participating teachers described gamification as an opportunity and a catalyst to motivate school students and have them engage in schoolwork while acquiring knowledge at the same time. However, the challenges and obstacles the teachers perceived in using and designing their own teaching activities using gamification primarily concerned a lack of time and a lack of knowledge of the design process, which they perceived as very complex because it differs from that of their ordinary teaching designs.
本文报告了一项研究,调查了教师在K-12教育中使用游戏化作为教学策略,并结合使用当代和新兴技术的经验。更具体地说,目的是探索和理解教师在教学中使用游戏化所描述的机遇和挑战。该研究于2014年至2018年进行,包括四个子研究,其中大学生被要求为K-12教育中的在校学生设计游戏化教学活动。这与笔记本电脑、媒体平板电脑等当代技术和智能眼镜等新兴技术的使用相结合。大学生的游戏化设计在K-12教育的学校环境中进行了测试。实证材料基于对学校测试的观察和对参与教师的访谈。研究结果说明了三个新兴主题,即(a)促进动机和协作,(b)需要教学平衡以实现更深层次的学习,以及(c)教师团队中关于时间和协作的组织变革。参与的教师将游戏化描述为激励学生的机会和催化剂,让他们在学习知识的同时从事学业。然而,教师在使用和设计自己的游戏化教学活动时遇到的挑战和障碍主要是缺乏时间和缺乏设计过程的知识,他们认为这非常复杂,因为它不同于他们的普通教学设计。
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引用次数: 0
Creating Smart Connected Learning Ecosystems: A Hybrid Model for Design-Based Learning 创建智能互联学习生态系统:基于设计的学习的混合模式
Pub Date : 2022-06-10 DOI: 10.55612/s-5002-052-005
Erkki Rötkönen, H. Winschiers-Theophilus, Naska Winschiers-Goagoses, Tariq Zaman, Helvi Itenge, Daniel Yong Wen Tan, E. Sutinen
Emerging technologies and new pedagogies, such as design-based learning, have the potential to revolutionize formal education systems. We postulate that smart learning ecosystems can be co-created through connecting schools and students across the globe to co-design their own virtual learning spaces by exploiting new affordances offered by digital technologies. This paper presents a Hybrid model for Design-Based learning (HyDe), which guides co-located and online design-based learning activities with geographically distributed students. It was conceptualized within a case study, wherein 63 students aged 11 to 13 from three schools in Namibia, Malaysia, and Finland collaboratedon co-designing a virtual space to share local perspectives on global challenges. The HyDe model was refined based on reflections from the case study yielding in a model which can be integrated in school curricula across the globe, thereby creating a smart connected learning ecosystem.
新兴技术和新教学法,如基于设计的学习,有可能彻底改变正规教育系统。我们假设,智能学习生态系统可以通过连接全球的学校和学生,通过利用数字技术提供的新功能,共同设计他们自己的虚拟学习空间,从而共同创建。本文提出了一种基于设计的混合型学习模式(HyDe),该模式指导地理位置分散的学生进行同地和在线的基于设计的学习活动。它是在一个案例研究中概念化的,其中来自纳米比亚、马来西亚和芬兰三所学校的63名11至13岁的学生合作设计了一个虚拟空间,以分享当地对全球挑战的看法。基于案例研究的反思,HyDe模型得到了改进,该模型可以整合到全球各地的学校课程中,从而创建一个智能连接的学习生态系统。
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引用次数: 0
OntoStrength: An Ontology for Psychomotor Strength Development 力量本体:精神运动力量发展的本体
Pub Date : 2022-06-10 DOI: 10.55612/s-5002-052-006
Laurentiu-Marian Neagu, E. Rigaud, Vincent Guarnieri, Emanuel Ioan Radu, S. Travadel, Mihai Dascalu, R. Rughinis
An ontology is a formal, explicit description of concepts and relations from a domain while considering underlying properties, restrictions, and instances.With the advancement of the Semantic Web, the rise of the Educational Semantic Web, and the lack of uniformity between approaches for knowledge representation, ontologies are becoming more and more popular, including adaptive learning environments such as the Intelligent Tutoring Systems (ITSs). OntoStrength is an ontology developed to support the Selfit ITS, a platform that aims to improve the fundamental human psychomotor skills and, more specifically, bio-motor strength abilities. The goal of Selfit is to prevent the negative consequences of a sedentary lifestyle and accidents involving inadequate strength skills. Most ontologies in the sports domain support the development of digital solutions for sports performance and data collected during competitions. In contrast, OntoStrength’s goal is to contribute to the development of digital solutions dedicated to bio-motor strength ability analysis. OntoStrength considers other bio-motor skills like speed, endurance, or flexibility, as well as other activities like muscle analysis, movement patterns, or training load management, to support sport, professional and daily-life activities. OntoStrength enables the personalization of strength development programs in the Selfit ITS by providing a comprehensive data layer for its student, domain, and tutoring models.
本体是对一个领域的概念和关系的形式化的、明确的描述,同时考虑到潜在的属性、限制和实例。随着语义网的发展,教育语义网的兴起,以及知识表示方法之间缺乏一致性,本体变得越来越流行,包括自适应学习环境,如智能辅导系统(ITSs)。OntoStrength是为支持Selfit ITS而开发的本体,Selfit ITS是一个旨在提高人类基本精神运动技能,更具体地说,是生物运动力量能力的平台。Selfit的目标是防止久坐不动的生活方式带来的负面影响,以及因力量技能不足而导致的事故。体育领域的大多数本体都支持为体育表现和比赛期间收集的数据开发数字解决方案。相比之下,OntoStrength的目标是为生物运动强度分析的数字解决方案的发展做出贡献。OntoStrength考虑其他生物运动技能,如速度、耐力或灵活性,以及其他活动,如肌肉分析、运动模式或训练负荷管理,以支持运动、专业和日常生活活动。OntoStrength通过为其学生、领域和辅导模型提供全面的数据层,使Selfit ITS中的力量发展计划个性化。
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引用次数: 0
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