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Classroom Introduction of a Video Game on Italian Grammar 课堂介绍意大利语语法的电子游戏
Pub Date : 2023-10-16 DOI: 10.34190/ecgbl.17.1.1939
Massimiliano Andreoletti
Despite Italian teachers’ strong interest in the use of games, especially the digital ones, there are several critical issues due to their lack of familiarity with games/video games thus making games’ adoption in teaching complex because teachers have only limited time to prepare and play a game-based learning game. Therefore they feel uncertain about using games in class due to their limited knowledge of digital games and find it difficult to identify appropriate assessments, they also find it difficult to integrate video games effectively and efficiently into their classroom, it is also difficult for them to choose appropriate games for teaching. Additionally the school/administration doesn’t assist their effort to support and improve their skills in game-based learning. The learning of the fundamentals of the Italian language and grammar are described and defined by the Italian Ministry of Education within the “National Indications for the ‘Italian Language’ Curriculum”. However, multiple difficulties often make it arduous to learn the basics of the Italian language. The video game “Ross and the Sgrammanebbia” - which can be translated as “Ross and the Un-grammar-Fog” - is a didactic grammar web video game that has a correspondence between the levels and the topics of the textbook as well as giving the teacher a valid help to organise a didactic path studied on the curricular skills. In order to define the useful guidelines for an effective introduction of the game in the classroom, participatory qualitative-quantitative research was prepared on the methods that a small group of teachers put in place to design the training activity with video games. The research focused on: analysis of the educational design skills for the use of games: definition of learning goals, assessment methods and identified teaching strategies; evaluation of the pedagogical activities implemented to facilitate the introduction of games in the classroom; analysis of the roles played by the teacher during all the phases of the training activity - from the design of the training activity to the introduction of the game in the classroom, to evaluation.
尽管意大利教师对使用游戏(尤其是数字游戏)非常感兴趣,但由于他们对游戏/电子游戏缺乏熟悉,因此存在一些关键问题,这使得游戏在教学中的应用变得复杂,因为教师只有有限的时间来准备和玩基于游戏的学习游戏。因此,由于他们对数字游戏的了解有限,他们对在课堂上使用游戏感到不确定,并且很难确定合适的评估,他们也很难有效地将电子游戏融入课堂,他们也很难选择合适的游戏进行教学。此外,学校/行政部门并没有帮助他们努力支持和提高他们在基于游戏的学习中的技能。意大利语和语法基础知识的学习由意大利教育部在“意大利语言课程国家指示”中进行描述和定义。然而,多种困难往往使学习意大利语的基础知识变得困难。电子游戏“Ross and The Sgrammanebbia”——可以翻译成“Ross and The Un-grammar-Fog”——是一款教学语法网络电子游戏,它的水平和教科书的主题之间有对应关系,同时也给老师一个有效的帮助来组织一个关于课程技能的教学路径。为了确定有效地将游戏引入课堂的有用指导方针,我们准备了一项参与性定性定量研究,研究了一小群教师设计视频游戏培训活动的方法。研究主要集中在:游戏使用的教育设计技巧分析:学习目标的定义、评估方法和教学策略的确定;评估为促进课堂引入游戏而推行的教学活动;分析教师在培训活动的各个阶段所扮演的角色——从培训活动的设计到课堂游戏的引入,再到评估。
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引用次数: 0
A Video Game to Help the Fight Against the Vicious Tapeworm in Africa 一款帮助对抗非洲恶性绦虫的电子游戏
Pub Date : 2023-10-12 DOI: 10.34190/ecgbl.17.1.1896
Chiara Trevisan, Merel Joris, Feyza Ercos, Kabemba Evans Mwape, Sarah Gabriël
The pork tapeworm, Taenia solium, is the agent causing the most important parasitic infection worldwide due to its substantial economic and health impacts, disproportionally affecting low-income countries. Health education should form a core component in control efforts and sustain control strategies proposed by the World Health Organization (WHO), such as human treatments. Traditional health education methods have shown to be less effective. Therefore, in the field of tropical medicine, new, engaging ways to teach affected populations are needed. Within the project ‘Gaming 4 Health’ we developed an educational video game aimed at instructing school-going children in low-income countries about the tapeworm and how to prevent it. Building on the principles of gamified learning and the self-determination theory, we created the educational video game the ‘Tapeworm game’. The game was developed by a multidisciplinary team, following the game design research cycle which included five steps: game planning, game design, prototyping, play testing and evaluation. The Tapeworm game is a multi-player video game set in an African village. The game’s objective is to educate players about the tapeworm and how to prevent the the spread of disease. Players create their own avatar and learn about disease prevention by exploring the village, engaging in minigames and preforming complementary actions, such as washing hands and visiting the toilet. Points are earned by playing the minigames and performing the actions correctly within a given time. The more points a player accumulates, the higher they climb on the leader boards. Rewards are unlocked based on performance and competence and displayed as stars, badges, and avatar customizations. This makes the game exiting and keeps children fully immersed, motivating them to learn, improve and continue playing the videogame. With this videogame our goal is to educate, raise awareness and advance the control of the pork tapeworm as part of the WHO’s 2030 goals for Neglected Tropical Diseases.
猪肉绦虫,即猪带绦虫,由于其对经济和健康的重大影响,是造成世界范围内最重要的寄生虫感染的病原体,对低收入国家的影响尤为严重。健康教育应成为控制工作的核心组成部分,并维持世界卫生组织(世卫组织)提出的控制战略,例如人的治疗。传统的健康教育方法已证明效果较差。因此,在热带医学领域,需要有新的、吸引人的方式来教育受影响人群。在“游戏促进健康”项目中,我们开发了一款教育视频游戏,旨在向低收入国家的学龄儿童介绍绦虫及其预防方法。基于游戏化学习的原则和自我决定理论,我们创造了教育电子游戏“绦虫游戏”。这款游戏是由一个多学科团队开发的,遵循游戏设计研究周期,其中包括五个步骤:游戏规划、游戏设计、原型制作、游戏测试和评估。绦虫游戏是一款以非洲村庄为背景的多人游戏。这款游戏的目的是教育玩家关于绦虫的知识以及如何预防疾病的传播。玩家可以创建自己的虚拟角色,并通过探索村庄、参与小游戏和执行辅助动作(如洗手和上厕所)来学习预防疾病的知识。玩家可以通过玩小游戏并在给定时间内正确执行动作而获得积分。玩家积累的分数越多,他们在排行榜上的排名就越高。奖励是根据表现和能力解锁的,并以星星、徽章和自定义角色的形式显示。这让游戏变得有趣,让孩子们完全沉浸其中,激励他们学习、提高并继续玩电子游戏。通过这款视频游戏,我们的目标是教育、提高认识并推进对猪肉绦虫的控制,这是世卫组织2030年被忽视热带病目标的一部分。
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引用次数: 0
Teaching with business simulation games: Identifying and overcoming hurdles to adoption. 商业模拟游戏教学:识别和克服采用障碍。
Pub Date : 2023-10-12 DOI: 10.34190/ecgbl.17.1.736
Tim Rogmans
Although the use of business simulation games (BSG) in higher education has grown steadily, there are still many instructors who have never taught with BSG and their use in several academic disciplines remains very low. Existing research has primarily used quantitative surveys to identify the hurdles that prevent faculty from teaching with BSG. This article uses a focus group methodology to further investigate the obstacles to using BSG and subsequently applies a change management framework to identify levers that can be used to promote the use of BSG. The obstacles to adoption are classified into categories of suitability, risk and resources. Focus group participants expressed concerns over the suitability of existing BSG for their courses and the expected time required to identify, evaluate and prepare to teach with BSG. These factors made most focus group participants consider teaching with BSG as fraught with risk. In response, universities can encourage faculty to start using BSG in their teaching through the provision of resources, information and training, and through organizational adjustments such as incentives and flexibility to adjust course syllabi. A full range of measures is identified and the environmental contexts in which each one is likely to be effective are discussed. The individual levers that can bring about change have different environmental contexts in which they are likely to be effective.
尽管商业模拟游戏(BSG)在高等教育中的应用稳步增长,但仍有许多教师从未使用过BSG进行教学,而且在一些学科中的应用仍然非常少。现有的研究主要使用定量调查来确定阻碍教师使用BSG教学的障碍。本文使用焦点小组方法来进一步调查使用BSG的障碍,并随后应用变更管理框架来确定可用于促进BSG使用的杠杆。采用的障碍分为适宜性、风险和资源三大类。 焦点小组的参与者对现有的BSG是否适合他们的课程以及确定、评估和准备使用BSG进行教学所需的预期时间表示关注。这些因素使得大多数焦点小组参与者认为使用BSG进行教学充满了风险。作为回应,大学可以通过提供资源、信息和培训,以及通过诸如激励和灵活调整课程大纲等组织调整,鼓励教师在教学中开始使用BSG。确定了一整套措施,并讨论了每一项措施可能有效的环境背景。能够带来变化的各个杠杆有不同的环境背景,它们可能在其中发挥作用。
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引用次数: 0
Investigating Inclusivity in Game-Based Learning: Current Practices and Multistakeholder Perspectives 调查基于游戏的学习中的包容性:当前实践和多方利益相关者的观点
Pub Date : 2023-10-12 DOI: 10.34190/ecgbl.17.1.1923
Sara Rye, Carla Sousa
This study aims to examine how inclusivity measures are understood and applied in game-based learning (GBL). It considers the perspectives of various stakeholders, such as educators, game designers, and students. The focus is on creating accessible and engaging games that meet the diverse needs and characteristics of players. The methodology adopted a combination of primary and secondary data sources to pursue these aims. The primary data collection involved focus groups with educators, game designers, and students. The study employed a participatory design approach, involving multiple stakeholders in the exploration of inclusivity measures. The data collected from the focus groups, along with findings from the literature review, helped in formulating a set of inclusivity metrics for educators to create educational games that cater to diverse student needs. The obtained results emphasize the limited state of analogue GBL accessibility in scholarly and professional literature, while emphasizing the existing frameworks to be adopted by educators, designers, and publishers. Stakeholder discussions revealed themes related to inclusivity measures, including motor, sensory, and cognitive needs of players. Game designers can enhance accessibility by considering these requirements and incorporating alternative communication channels, accessible cues, adaptable gameplay options, and diversified knowledge-based requirements. In addition to inclusivity, addressing instances of exclusion, managing teams effectively, promoting inclusive communication, and incorporating gameplay limitations, educational components, diverse perspectives, and real-world applicability are discussed as important in education game design, to this extent.
本研究旨在探讨包容性措施如何被理解并应用于基于游戏的学习(GBL)。它考虑了各种利益相关者的观点,如教育工作者、游戏设计师和学生。我们的重点是创造易上手且吸引人的游戏,以满足玩家的不同需求和特点。该方法采用了一手和二手数据源的结合来实现这些目标。主要数据收集包括教育工作者、游戏设计师和学生的焦点小组。本研究采用参与式设计方法,涉及多个利益相关者探索包容性措施。从焦点小组收集的数据,以及文献综述的发现,有助于为教育工作者制定一套包容性指标,以创造满足不同学生需求的教育游戏。获得的结果强调了在学术和专业文献中模拟GBL可及性的有限状态,同时强调了教育工作者、设计师和出版商应采用的现有框架。利益相关者的讨论揭示了与包容性措施相关的主题,包括玩家的运动、感觉和认知需求。游戏设计师可以通过考虑这些需求,并结合可选择的交流渠道、可访问的线索、适应性强的玩法选择和多样化的知识需求来提高易用性。除了包容性,解决排他性,有效管理团队,促进包容性交流,结合游戏玩法限制,教育组件,多样化视角和现实世界的适用性在教育游戏设计中也很重要。
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引用次数: 0
Designing GBL for Higher Education: Pitfalls & Recommendations 面向高等教育的GBL设计:陷阱建议
Pub Date : 2023-10-12 DOI: 10.34190/ecgbl.17.1.1900
Vanessa Camilleri
Game-Based Learning (GBL) has gained significant attention in recent years as an effective educational approach to enhance student engagement and learning outcomes in higher education. This conference paper aims to emphasise the significance of GBL in higher education and presents a comprehensive review of a case study involving the application of GBL in a linguistics course. The study explores the impact of games on student learning, motivation, and engagement with the course content.By integrating gaming principles and mechanics into the curriculum, students are encouraged to actively participate, explore concepts, and apply their knowledge in a dynamic and stimulating environment. The study examines data gathered from student surveys and structured interviews to evaluate the effectiveness of GBL in fostering student engagement and knowledge acquisition. Furthermore, this paper provides a valuable set of recommendations and strategies for educators and administrators interested in implementing GBL in higher education settings. It explores the potential benefits of GBL, including increased motivation, improved critical thinking skills, and enhanced problem-solving abilities. Additionally, it highlights the importance of aligning game design with specific learning objectives and ensuring the integration of assessment mechanisms to gauge student progress effectively. Moreover, this paper discusses potential pitfalls and challenges that may arise during the implementation of GBL in higher education. It addresses issues such as technology requirements, accessibility considerations, and the need for appropriate training and support for instructors. By acknowledging these challenges and offering potential solutions, this research aims to guide educators and administrators in overcoming obstacles and optimising the implementation of GBL in higher education courses.
近年来,基于游戏的学习(GBL)作为一种有效的教育方法,在高等教育中提高了学生的参与度和学习成果,受到了广泛的关注。这篇会议论文旨在强调GBL在高等教育中的重要性,并对一个涉及GBL在语言学课程中应用的案例研究进行全面回顾。该研究探讨了游戏对学生学习、动机和参与课程内容的影响。通过将游戏原理和机制整合到课程中,鼓励学生积极参与,探索概念,并在动态和刺激的环境中应用他们的知识。本研究考察了从学生调查和结构化访谈中收集的数据,以评估GBL在促进学生参与和知识获取方面的有效性。此外,本文还为有意在高等教育环境中实施GBL的教育者和管理者提供了一套有价值的建议和策略。它探讨了GBL的潜在好处,包括增加动机,提高批判性思维技能,增强解决问题的能力。此外,它还强调了将游戏设计与特定学习目标相结合的重要性,并确保整合评估机制以有效衡量学生的进步。此外,本文还讨论了在高等教育中实施GBL可能出现的陷阱和挑战。它解决了诸如技术需求、可访问性考虑以及对教员进行适当培训和支持的需要等问题。通过承认这些挑战并提供潜在的解决方案,本研究旨在指导教育工作者和管理人员克服障碍并优化GBL在高等教育课程中的实施。
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引用次数: 0
Experimenting with GAME OVER to create processes of reflection and academic inquiry 用GAME OVER进行实验,创造反思和学术探究的过程
Pub Date : 2023-10-12 DOI: 10.34190/ecgbl.17.1.1922
Camilla Jensen, Susanne Dau
Educations are challenged in their effort to facilitate students learning when it comes to especially processes of reflection. Also in a Problem-Based Learning context, errors often cause a lack of motivation, that gives reflection processes and academic inquiry difficult conditions Game-Based Learning is thus suggested as a learning strategy which can address these learning needs though a procedural rhetoric. Furthermore, Game-Based Learning is found to affords students risk taking and engagement in learning activities However, a literature review of empirical studies of Game-Based Learning reveals existing gaps in the literature. There are missing models for how academic activities can be enhanced through the use of Game-Based Learning, here especially the transformation of “Game Over” elements into a learning environment based on physical Game objects. This study aims to describe learning situations where the academic focal point is a reflective and innovative writing process through gaming principles. The study design aims to identify what impact Game-Based Learning have on facilitating academic literacy to create processes of reflection. Based on two cases, the empirical data are retrieved from video observations during a period of 1 year. A qualitative content analysis and interpretation of the collected data reveals how the use of “Game Over” strengthens the depth of the students' writing through a reflective and metacognitive approach to the task. As a contribution to the existing knowledge, this paper presents a Procedural Rhetoric for how to work with a “Game Over” strategy to facilitate academic literacy and thereby create processes of reflection in a physical context.
教育在促进学生学习的过程中受到了挑战,尤其是在反思的过程中。此外,在基于问题的学习环境中,错误通常会导致缺乏动机,从而使反思过程和学术探究变得困难,因此,基于游戏的学习被认为是一种学习策略,可以通过程序修辞来解决这些学习需求。此外,研究发现,基于游戏的学习可以让学生承担风险并参与到学习活动中。然而,对基于游戏的学习的实证研究的文献回顾揭示了文献中存在的空白。关于如何通过使用基于游戏的学习来加强学术活动,特别是将“游戏结束”元素转化为基于物理游戏对象的学习环境,目前还缺乏模型。本研究旨在描述学习情境,其中学术焦点是通过游戏原则进行反思和创新的写作过程。研究设计旨在确定基于游戏的学习对促进学术素养创造反思过程的影响。基于两个案例,从1年的视频观测中检索了经验数据。对收集到的数据进行定性的内容分析和解释,揭示了“Game Over”的使用如何通过对任务的反思和元认知方法来加强学生写作的深度。作为对现有知识的贡献,本文提出了一种程序修辞学,说明如何使用“游戏结束”策略来促进学术素养,从而在物理语境中创造反思过程。
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引用次数: 0
The Application of Games to Engage Citizens in Climate Change Policy Development 运用游戏让公民参与气候变化政策的制定
Pub Date : 2023-10-12 DOI: 10.34190/ecgbl.17.1.1890
Paul Hollins
This paper introduces the Games Realising Effective and Affective Transformation (GREAT) research and Innovation project. The project will examine the emerging ways Applied Games could be used to facilitate the social engagement of European citizens in determining future policy priorities and policy interventions to the existential challenge of climate change. This full paper is a provides detail of the work in progress but moreover provides a a conceptual analysis of the methodologies applied to this emerging domain of study. The project is funded by the EU Horizon programme with UK Associate partners funded through UKRI and coordinated by the DIPF, Leibniz Institute for Research and Information in Education, Frankfurt and involves seven partners located across Europe, Serious Games Interactive (SGI) Denmark, Centre for Social Innovation (ZSI) Austria, International University of Rioja (UNIR) Spain, Frederick University, Cyprus, Playmob and The University of Bolton (UoB) as UK associate partners. The project incorporates collaborative design and citizen science methods and brings together researchers with expertise in the areas of games, data analytics, and policy development. This integrated investigation will be articulated by case studies of the use of games in facilitating dialogue between citizens and policy stakeholders including policy makers, policy implementers, political parties, campaigning organisations and affected citizens. This will be achieved by leveraging the central role of games in contemporary culture by combining academic studies with practical experimentation of novel applications of games. The context for the research is the global challenge of climate emergency, and each case study incorporates a research cycle addressing a policy issue and research questions, using multiple pilots to generate both quantitative and qualitative and data to further inform research activity.
本文介绍了“游戏实现有效和情感转化”(GREAT)研究创新项目。该项目将研究应用游戏可以用来促进欧洲公民的社会参与,以确定未来的政策优先事项和政策干预,以应对气候变化的存在挑战。这篇完整的论文不仅提供了正在进行的工作的细节,而且还提供了应用于这一新兴研究领域的方法的概念分析。该项目由欧盟地平线计划资助,英国合作伙伴由UKRI资助,并由DIPF,莱布尼茨教育研究和信息研究所,法兰克福协调,涉及欧洲各地的七个合作伙伴,丹麦严肃游戏互动(SGI),奥地利社会创新中心(ZSI),西班牙里奥哈国际大学(UNIR),弗雷德里克大学,塞浦路斯,Playmob和博尔顿大学(UoB)作为英国合作伙伴。该项目结合了协作设计和公民科学方法,并汇集了具有游戏、数据分析和政策制定领域专业知识的研究人员。这项综合调查将通过使用游戏促进公民与政策利益相关者(包括决策者、政策执行者、政党、竞选组织和受影响的公民)之间对话的案例研究来阐述。这将通过将学术研究与游戏新应用的实际实验相结合,利用游戏在当代文化中的核心作用来实现。本研究的背景是气候紧急情况的全球挑战,每个案例研究都包含一个研究周期,解决一个政策问题和研究问题,利用多个试点产生定量和定性数据,进一步为研究活动提供信息。
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引用次数: 0
Virtual Chemistry Exam Preparations Designed as Escape Rooms 虚拟化学考试准备设计为密室逃生
Pub Date : 2023-09-29 DOI: 10.34190/ecgbl.17.1.1644
Michaela Kröppl, Georg Yvon
Chemistry is a very interesting but sometimes for students too theoretical and therefore strenuous topic with a lot of theoretic basic knowledge to be memorized. This can lead to lacking fascination during lectures. In laboratory work chemistry often seems more tangible. In order to enhance the student´s interest for chemistry already for the theoretical basis, new ways for teaching but also exam preparations are being designed. In our work we want to focus on an innovative way for exam preparations combining the theoretical knowledge from the lecture and the practical experience from chemistry laboratory work in a game-based elearning setup. The idea is that in a game-based way students are more motivated to activate their knowledge by solving different tasks. They can combine information and try out various possibilities to find the solution or use additional help (e.g. links to theoretical input). On top, they get direct feedback if their answers are correct. The exam questions are found in a virtual chemistry laboratory. Not only theory questions have to be answered (e.g. by using multiple choice, drag and drop, …), for other tasks virtual chemical experiments (without any danger!) will lead to an answer. Usually a code (numbers, letters, signs, …) has to be obtained which is necessary for continuation. By solving different questions and chemistry tasks, the participants will be able to complete the exam preparation test and to exit the designed Chemistry Escape room with the planned name “ChemScape”. Right now, a virtual chemistry laboratory is designed and already some chemistry questions from lecture exams are inserted and implemented in the escape room game. First tests with students will follow until summer. As already another chemistry Escape room station with real materials (solutions, instruments, …) has been tried in different settings – always receiving good marks and enthusiasm for fun, entertaining and good imparting of knowledge, also a virtual Chemistry Escape room game is expected to be well accepted. Gamification is often a very good way for motivation – it can even convert boring seeming topics into real fun and interest and the will to learn more!
化学是一个非常有趣的,但有时对学生来说太理论化,因此费力的话题,有很多理论基础知识需要记忆。这可能导致讲课时缺乏兴趣。在实验室工作中,化学往往显得更加有形。为了提高学生对化学的兴趣,既要有理论基础,又要设计新的教学方法和备考方法。在我们的工作中,我们希望在一个基于游戏的电子学习设置中,将讲座中的理论知识和化学实验室工作的实践经验结合起来,以一种创新的方式来准备考试。其理念是,在基于游戏的方式中,学生更有动力通过解决不同的任务来激活他们的知识。他们可以结合信息并尝试各种可能性来找到解决方案或使用额外的帮助(例如链接到理论输入)。最重要的是,如果他们的答案是正确的,他们会得到直接的反馈。考试题目在虚拟化学实验室中找到。不仅要回答理论问题(例如,通过选择题、拖放等),对于其他任务,虚拟化学实验(没有任何危险!)也会给出答案。通常必须获得一个代码(数字、字母、符号等),这是继续所必需的。通过解决不同的问题和化学任务,参与者将能够完成考试准备测试,并离开设计的化学逃生室,计划名称为“ChemScape”。现在,我们设计了一个虚拟的化学实验室,并且已经将课堂考试中的一些化学问题插入到密室逃脱游戏中。学生的第一次测试将持续到夏季。由于已经有另一种化学密室逃脱站在不同的环境中尝试了真实的材料(溶液,仪器,…)-总是获得良好的分数和热情的乐趣,娱乐和良好的知识传授,同样虚拟的化学密室逃脱游戏也有望被广泛接受。游戏化通常是激发动机的好方法——它甚至可以将看似无聊的话题转化为真正的乐趣和兴趣,以及学习更多知识的意愿!
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引用次数: 0
Ingenious Game: Insights Into Evolving From a Learning Card Game to a Learning Software Application Game 巧妙的游戏:从学习纸牌游戏到学习软件应用游戏的演变
Pub Date : 2023-09-29 DOI: 10.34190/ecgbl.17.1.1628
Marcus Vinicius Pereira Pessoa
Ingenious is a collaborative and competitive learning game application in which groups of students compete against each other in a product design and development (PDD) scenario where each group is responsible for a multidisciplinary team of engineers. The game has been used since 2020 to support a mechanical engineering master course. In this period, the game evolved from a card game to a software application. During the four game rounds representing the PDD phases, the players learn when to use over 80 different engineering design techniques. By choosing varying engineers and techniques, a student group creates a design strategy with a cost to execute and might be proven more effective than the competitors’ strategies. Winning the game is about effectiveness in solving the challenges posed in the PDD scenario at a minimum cost. Once the game allows scenario customisation, new PDD scenarios can be created with different complexity levels. In the gamified classroom, grading is not a result of winning the game but a reflection of the group’s choices and consequences while playing the game. This article presents the different game versions, describes the Ingenious game mechanics and dynamics and reflects on the game evolution and coverage of the Octalysis dimensions.
《Ingenious》是一款具有协作性和竞争性的学习游戏应用程序,在该应用程序中,学生小组在产品设计和开发(PDD)场景中相互竞争,每个小组负责一个多学科的工程师团队。自2020年以来,该游戏一直用于支持机械工程硕士课程。在此期间,游戏从纸牌游戏演变为软件应用程序。在代表PDD阶段的四个游戏回合中,玩家学习何时使用80多种不同的工程设计技术。通过选择不同的工程师和技术,学生小组创建了一个具有执行成本的设计策略,并且可能被证明比竞争对手的策略更有效。赢得游戏的关键在于以最小的成本有效地解决PDD场景中提出的挑战。一旦游戏允许场景定制,新的PDD场景就可以创建不同的复杂程度。在游戏化的课堂中,评分不是赢得游戏的结果,而是小组在玩游戏时的选择和结果的反映。本文介绍了不同的游戏版本,描述了《Ingenious》的游戏机制和动态,并反映了游戏的演变和Octalysis维度的覆盖范围。
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引用次数: 0
Researching Game-Based Learning: A Brief Synthesis Project 研究基于游戏的学习:一个简短的综合项目
Pub Date : 2023-09-29 DOI: 10.34190/ecgbl.17.1.1652
Jenifer Jenson, Suzanne De Castell
The purpose of this research synthesis project is to survey existing digital game-based learning (DGBL) research in order to generate preliminary categories that articulate analytically distinguishable cognitive competencies. These include orientations, attitudes, interactions, and dispositions that enable cognitive development through playing games. We compile an initial literature scan, limiting the language to English, then search via keyword “game-based learning” through the following educational research databases: Eric, Education Source, Communication & Mass Media Complete, Education Index Retrospective, and Teach Reference Center. This returned over 1,500 results, which we refined by filtering out papers focused on gamification, those researching populations outside of educational contexts (e.g., private business and healthcare), systematic and scoping reviews, and papers published before 2010. This focused the results closer to 1,300 papers, which we divided into two categories, research focused on learning ecologies, and research using “motivation” in its key words and/or abstract. One clear and unexpected result was the way in which DGBL research inconsistently discusses motivation, and how it mainly seems to be used as a catch-all for measuring GBL outcomes. This brief synthesis reveals that much more attention needs to be paid to whether and how potentially pat constructs like motivation are being deployed in GBL studies.
本研究综合项目的目的是调查现有的基于数字游戏的学习(DGBL)研究,以生成能够清晰表达可分析区分的认知能力的初步类别。这些因素包括通过玩游戏实现认知发展的方向、态度、互动和性格。我们编制了一个初步的文献扫描,将语言限制为英语,然后通过关键字“基于游戏的学习”在以下教育研究数据库中进行搜索:Eric, Education Source, Communication &大众传媒完整,教育索引回顾,和教学参考中心。这将返回超过1500个结果,我们通过过滤那些专注于游戏化的论文,那些研究教育背景之外的人群的论文(例如,私营企业和医疗保健),系统和范围审查以及2010年之前发表的论文来优化这些结果。这集中了近1300篇论文的结果,我们将其分为两类,一类是专注于学习生态学的研究,另一类是在关键词和/或摘要中使用“动机”的研究。一个清晰而意外的结果是,DGBL研究不一致地讨论动机的方式,以及它主要是如何被用作衡量GBL结果的包揽一切的。这一简短的综合表明,需要更多地关注像动机这样的部分结构是否以及如何在GBL研究中被部署。
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European Conference on Games Based Learning
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