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Repurposing Video Games as Discussion Tools 将电子游戏重新用作讨论工具
IF 1.4 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-08-09 DOI: 10.4018/ijgbl.349589
Joshua M. Patterson
Numerous video games marketed entirely for entertainment purposes, also known as commercial, off-the-shelf (COTS) titles, can serve as an effective tool for teaching students complicated skills such as executive functioning, hypothesis testing, and critical analysis. In this phenomenological case study, I outline a pedagogical approach that harnesses the trinity of content knowledge, discursive prowess, and video game aptitude by capitalizing on pupils' preference for digital integration. Video game titles were selected according to their scores on Rice's (2007) “Video Game Higher-Order Thinking Evaluation Rubric” and “Video Game Cognitive Viability Scale,” with lessons tied to Florida's Next Generation Sunshine State Standards for social studies. The implication of this study is that COTS titles offer an alternative curricular entry point, which can elicit higher-order discussions when paired with pointed, teacher-led inquiry. This methodology, if properly harnessed, could transmit subject manner more effectively and create critically reflective, game-based learning cohorts.
许多完全以娱乐为目的的电子游戏,也被称为现成的商业游戏(COTS),可以作为教授学生执行功能、假设检验和批判性分析等复杂技能的有效工具。在这项现象学案例研究中,我概述了一种教学方法,通过利用学生对数字整合的偏好,利用内容知识、话语能力和视频游戏能力三位一体的优势。我们根据赖斯(2007 年)的 "电子游戏高阶思维评估标准 "和 "电子游戏认知可行性量表 "的得分来选择电子游戏标题,并将课程与佛罗里达州的《下一代阳光州社会研究标准》联系起来。这项研究的意义在于,COTS 游戏提供了另一种课程切入点,当与教师主导的尖锐探究相结合时,可以引发高阶讨论。如果利用得当,这种方法可以更有效地传递学科方式,并创建批判性反思、基于游戏的学习小组。
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引用次数: 0
A Neurotechnological Study to Quantify Differences in Brain Activity Using Game-Based Learning 利用游戏式学习量化大脑活动差异的神经技术研究
IF 1.4 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2024-07-17 DOI: 10.4018/ijgbl.349219
David Juárez-Varón, Manuel Ángel Juárez-Varón, Ana Mengual-Recuerda, Beatriz Andres
This research delves into the comparative analysis of brain activity using gamification in the classroom versus traditional teaching. This study aims to employ neurotechnology to record and analyse the impact of active gamification methodology on relevant variables in the learning process within a traditional university education setting, presenting an innovative contribution to the existing literature. Neuroscience technology has been utilized to gauge cognitive processing of stimuli tailored for an academic experience in a university master's class. By scrutinizing brain recordings related to attention, interest, long term excitement, stress, relaxation, and engagement, the findings provide a quantitative assessment of key learning variables through brain signals. Gamification is the active methodology employed, and the application of neuroscience technologies facilitates an understanding of the variations in levels of brain activation among students, shedding light on the contributions of this active teaching methodology to the learning process.
本研究深入探讨了课堂游戏化与传统教学中大脑活动的对比分析。本研究旨在利用神经技术记录和分析传统大学教育环境下主动游戏化方法对学习过程中相关变量的影响,为现有文献做出创新性贡献。神经科学技术已被用于测量大学硕士班中为学术体验量身定制的刺激物的认知处理过程。通过仔细检查与注意力、兴趣、长期兴奋、压力、放松和参与度有关的大脑记录,研究结果通过大脑信号对关键学习变量进行了量化评估。游戏化是一种积极的方法,神经科学技术的应用有助于了解学生大脑激活水平的变化,从而揭示这种积极的教学方法对学习过程的贡献。
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引用次数: 0
A Hybrid Escape Room to Foster Motivation and Programming Education for Pre-Service Teachers 为职前教师设计混合式逃生室,激发他们的学习动机并开展编程教育
IF 1 Q2 Social Sciences Pub Date : 2024-05-07 DOI: 10.4018/ijgbl.343525
Oriol Borrás-Gené, Raquel Hijón-Neira, Pedro Paredes-Barragán, Lucía Serrano-Luján
Educational escape rooms aims to motivate students, to strengthen knowledge and evaluate learning. Pre-service teachers enrolled in “Computer Science and Digital Competency” course shows lack of motivation and difficulties to realise its usefulness in everyday practice, becoming an ideal context to apply this strategy. 157 students belonging to a European university participated in the experience as case study. The educational escape room was conducted following a hybrid model, mixing a physical organization of props with a virtual organization of the narrative, tests and achievements. The experiment was designed to answer two hypotheses, first if applying escape room as an educational strategy fosters pre-primary and primary students' motivation, since this method address complex concepts in a practical way, and second, if the application of this strategy as teaching strategy makes students perceive the learning process as a game.
教育逃生室旨在激励学生、强化知识和评估学习。参加 "计算机科学与数字能力 "课程的职前教师缺乏动力,在日常实践中也很难意识到它的实用性,因此成为应用这一策略的理想环境。欧洲一所大学的 157 名学生参与了案例研究。教育逃生室采用混合模式,将道具的物理组织与叙述、测试和成就的虚拟组织相结合。该实验旨在回答两个假设:第一,将逃生室作为一种教育策略是否能提高学前班和小学生的学习积极性,因为这种方法能以实用的方式解决复杂的概念;第二,将这种策略作为教学策略是否能让学生将学习过程视为一种游戏。
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引用次数: 0
ImGame Project ImGame 项目
IF 1 Q2 Social Sciences Pub Date : 2024-02-08 DOI: 10.4018/ijgbl.338218
I. Gintere, Emmanouel Rovithis, Á. Bakk, Alvis Misjuns
The study presents the authors' research for the purpose of designing ImGame, a virtual environment inviting users to playfully learn about the concept of immersion and its historical antecedents. The authors describe ImGame's current pre-production stage and examine the basic characteristics of the feeling of immersion. They intend to deepen the current understanding of the immersive experience in art, taking into account its broad cultural connotations. The article suggests that the aesthetics of immersion can be classified into two psychological modes that have not been explicitly defined in the discourse of immersivity: a calm reflection and one of awe. From the technical standpoint, the project offers a simple handling of triggering animations and events of the game as well as storing of their state in order to create gamification elements, interactions for quizzes and other activities for ImGame or any other game using the a-frame framework to create WebXR experiences.
本研究介绍了作者为设计 ImGame 而开展的研究,ImGame 是一个虚拟环境,邀请用户以游戏的方式了解身临其境的概念及其历史渊源。作者描述了 ImGame 目前的前期制作阶段,并研究了沉浸感的基本特征。他们希望结合沉浸式体验的广泛文化内涵,加深当前对艺术中沉浸式体验的理解。文章认为,身临其境的美感可分为两种心理模式,而这两种模式在身临其境的论述中尚未明确定义:一种是冷静的思考,另一种是敬畏。从技术角度看,该项目提供了一种简单的方法来触发游戏中的动画和事件,并存储它们的状态,以便为 ImGame 或任何其他使用 a-frame 框架的游戏创建游戏化元素、测验互动和其他活动,从而创建 WebXR 体验。
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引用次数: 0
ImGame Project ImGame 项目
IF 1 Q2 Social Sciences Pub Date : 2024-02-08 DOI: 10.4018/ijgbl.338218
I. Gintere, Emmanouel Rovithis, Á. Bakk, Alvis Misjuns
The study presents the authors' research for the purpose of designing ImGame, a virtual environment inviting users to playfully learn about the concept of immersion and its historical antecedents. The authors describe ImGame's current pre-production stage and examine the basic characteristics of the feeling of immersion. They intend to deepen the current understanding of the immersive experience in art, taking into account its broad cultural connotations. The article suggests that the aesthetics of immersion can be classified into two psychological modes that have not been explicitly defined in the discourse of immersivity: a calm reflection and one of awe. From the technical standpoint, the project offers a simple handling of triggering animations and events of the game as well as storing of their state in order to create gamification elements, interactions for quizzes and other activities for ImGame or any other game using the a-frame framework to create WebXR experiences.
本研究介绍了作者为设计 ImGame 而开展的研究,ImGame 是一个虚拟环境,邀请用户以游戏的方式了解身临其境的概念及其历史渊源。作者描述了 ImGame 目前的前期制作阶段,并研究了沉浸感的基本特征。他们希望结合沉浸式体验的广泛文化内涵,加深当前对艺术中沉浸式体验的理解。文章认为,身临其境的美感可分为两种心理模式,而这两种模式在身临其境的论述中尚未明确定义:一种是冷静的思考,另一种是敬畏。从技术角度看,该项目提供了一种简单的方法来触发游戏中的动画和事件,并存储它们的状态,以便为 ImGame 或任何其他使用 a-frame 框架的游戏创建游戏化元素、测验互动和其他活动,从而创建 WebXR 体验。
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引用次数: 0
Open-Ended Mathematics Learning 开放式数学学习
IF 1 Q2 Social Sciences Pub Date : 2024-02-07 DOI: 10.4018/ijgbl.337795
M. Cezarotto, Pamela N. Martinez, Ruth Constansa Torres Castillo, Theodore Stanford, Christopher Engledowl, Germain Degardin, Barbara Chamberlin
Mathematical learning has an important role and is often prioritized in education. In K-16 education, algebra is one of the most vital mathematical content domains: it represents one of the top barriers for students pursuing a postsecondary education. Game-based learning has been effective in fostering classroom math learning environments that are collaborative and focused on conceptual understanding. Sandbox games provide open-ended learning environments where players can set their own goals and level of effort. As part of the project “Math Snacks,” the team designed Agrinautica, a sandbox game to enable constructivist-informed early algebra learning. This article identifies design recommendations for creating meaningful sandbox games for learning, considering students' and teachers' needs. Researchers discuss the decisions to create a sandbox game and describe challenges inherent in math learning through sandbox-type gameplay. This study provides impact results from a large-scale study of users of the game, and shares recommendations for developing future sandbox learning games.
数学学习具有重要作用,在教育中往往被列为优先事项。在 K-16 教育中,代数是最重要的数学内容之一:它是学生接受中学后教育的首要障碍之一。基于游戏的学习能有效促进课堂数学学习环境的协作性,并注重概念理解。沙盘游戏提供了开放式的学习环境,玩家可以设定自己的目标和努力程度。作为 "数学零食 "项目的一部分,该团队设计了一款沙盒游戏--Agrinautica,以促进建构主义为基础的早期代数学习。考虑到学生和教师的需求,本文提出了创建有意义的学习沙盘游戏的设计建议。研究人员讨论了创建沙盘游戏的决策,并描述了通过沙盘游戏学习数学所面临的挑战。本研究提供了对游戏用户进行的大规模研究的影响结果,并分享了开发未来沙盘学习游戏的建议。
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引用次数: 0
Open-Ended Mathematics Learning 开放式数学学习
IF 1 Q2 Social Sciences Pub Date : 2024-02-07 DOI: 10.4018/ijgbl.337795
M. Cezarotto, Pamela N. Martinez, Ruth Constansa Torres Castillo, Theodore Stanford, Christopher Engledowl, Germain Degardin, Barbara Chamberlin
Mathematical learning has an important role and is often prioritized in education. In K-16 education, algebra is one of the most vital mathematical content domains: it represents one of the top barriers for students pursuing a postsecondary education. Game-based learning has been effective in fostering classroom math learning environments that are collaborative and focused on conceptual understanding. Sandbox games provide open-ended learning environments where players can set their own goals and level of effort. As part of the project “Math Snacks,” the team designed Agrinautica, a sandbox game to enable constructivist-informed early algebra learning. This article identifies design recommendations for creating meaningful sandbox games for learning, considering students' and teachers' needs. Researchers discuss the decisions to create a sandbox game and describe challenges inherent in math learning through sandbox-type gameplay. This study provides impact results from a large-scale study of users of the game, and shares recommendations for developing future sandbox learning games.
数学学习具有重要作用,在教育中往往被列为优先事项。在 K-16 教育中,代数是最重要的数学内容之一:它是学生接受中学后教育的首要障碍之一。基于游戏的学习能有效促进课堂数学学习环境的协作性,并注重概念理解。沙盘游戏提供了开放式的学习环境,玩家可以设定自己的目标和努力程度。作为 "数学零食 "项目的一部分,该团队设计了一款沙盒游戏--Agrinautica,以促进建构主义为基础的早期代数学习。考虑到学生和教师的需求,本文提出了创建有意义的学习沙盘游戏的设计建议。研究人员讨论了创建沙盘游戏的决策,并描述了通过沙盘游戏学习数学所面临的挑战。本研究提供了对游戏用户进行的大规模研究的影响结果,并分享了开发未来沙盘学习游戏的建议。
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引用次数: 0
The Impact of Educational Games on Learning Outcomes 教育游戏对学习成果的影响
IF 1 Q2 Social Sciences Pub Date : 2024-01-18 DOI: 10.4018/ijgbl.336478
Jiaopin Ren, Wei Xu, Ziqing Liu
The objective of this study is to examine and compare the impact of serious games and gamification on learning achievement and motivation. The results of the meta-analysis indicate that gamification has a more positive influence on learning achievement and motivation compared to serious games. The analysis reveals that gamification demonstrates a stronger impact on extrinsic motivation than on intrinsic motivation. Serious games have a more positive effect on intrinsic motivation in comparison to extrinsic motivation. The overall outcome suggests that gamification has relatively stronger effects than serious games. While the impact on extrinsic motivation is more significant with both approaches, serious games excel in fostering intrinsic motivation. However, further research is recommended to investigate the specific mechanisms that drive these effects and to identify optimal strategies for implementing serious games and gamification in diverse educational settings.
本研究的目的是考察和比较严肃游戏和游戏化对学习成绩和学习动机的影响。荟萃分析的结果表明,与严肃游戏相比,游戏化对学习成绩和学习动机的影响更为积极。分析表明,游戏化对外在动机的影响大于内在动机。与外在动机相比,严肃游戏对内在动机的影响更为积极。总体结果表明,游戏化比严肃游戏具有更强的效果。虽然这两种方法对外在动机的影响都比较显著,但严肃游戏在培养内在动机方面更胜一筹。不过,我们建议开展进一步的研究,以调查驱动这些效应的具体机制,并确定在不同教育环境中实施严肃游戏和游戏化的最佳策略。
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引用次数: 0
Digital Gaming for Cross-Cultural Learning 跨文化学习的数字游戏
Q2 Social Sciences Pub Date : 2023-10-10 DOI: 10.4018/ijgbl.331995
Simone Titus, Dick Ng'ambi
Although game-based learning has gained significant attention in higher education globally, it is difficult to harness its engagement and interactions to improve student success. This paper argues that the use of digital games has the potential to interrupt social practices and increase engagement and interaction, thereby fostering meaningful learning. Using a mixed-method design, a digital game was used in a sport studies programme, involving 106 participants, over a two-year period. Data were collected through surveys, focus group discussions, and reflective blog posts. Structuration theory is considered as the theoretical lens, as it purports that recursive social activities of humans are continually recreated by human agents. The paper concludes that when participants engaged in a cross-cultural game-based learning environment, the social practices acquired through their academic career were interrupted, reshaped, and reproduced into new practices. A social constructivist game-based learning model to foster interaction within multi-cultural higher education classrooms is offered.
尽管基于游戏的学习在全球高等教育中获得了极大的关注,但很难利用它的参与和互动来提高学生的成功。本文认为,数字游戏的使用有可能打断社交实践,增加参与度和互动性,从而促进有意义的学习。采用混合方法设计,在一个体育研究项目中使用了一个数字游戏,涉及106名参与者,为期两年。数据是通过调查、焦点小组讨论和反思博客文章收集的。结构理论被认为是理论的透镜,因为它声称人类的递归社会活动是由人类代理人不断重新创造的。研究发现,当参与者置身于跨文化游戏学习环境中时,他们在学术生涯中获得的社会实践被打断、重塑并复制为新的实践。提出了一种基于社会建构主义游戏的学习模式,以促进多元文化高等教育课堂中的互动。
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引用次数: 1
Communication With the Social Environment in Multiplayer Online Games 多人在线游戏与社交环境的交流
Q2 Social Sciences Pub Date : 2023-09-26 DOI: 10.4018/ijgbl.330755
Mustafa Seref Akin
The process of massive multiplayer online gamers and their social environment is analyzed in this context. Video games offer a platform for players to develop essential social and emotional skills with online gamers, such as predicting behaviors, providing support, and building relationships. Gaming serves as a communication channel, and games played in groups promote increased socialization instead of isolating individuals. Supporting each other during gameplay strengthens friendships, and MMOs ensure that ties with old friends are not broken. Multiplayer games can help players form lasting social connections and memories by fostering a positive and enjoyable gaming experience. Through shared experiences, players can form close bonds and support each other in difficult situations. Online gaming enables individuals who have never met face-to-face to establish strong and meaningful friendships. Players may be meticulous when recruiting people to their group to ensure that they are skilled, friendly, trustworthy, and will enhance their gaming experience.
在此背景下,分析了大型多人在线玩家的过程及其社交环境。电子游戏为玩家提供了一个平台,让他们与在线玩家一起发展基本的社交和情感技能,比如预测行为、提供支持和建立关系。游戏是一种交流渠道,在群体中玩游戏可以促进社交,而不是孤立个体。在游戏过程中相互支持能够加强友谊,mmo游戏能够确保玩家与老朋友的联系不会中断。多人游戏可以通过培养积极和愉快的游戏体验,帮助玩家形成持久的社交联系和记忆。通过分享经验,玩家可以在困难的情况下建立紧密的联系并相互支持。网络游戏使从未见过面的人建立起牢固而有意义的友谊。玩家在招募团队成员时可能会一丝不苟,以确保他们是熟练的、友好的、值得信赖的,并能增强他们的游戏体验。
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引用次数: 0
期刊
International Journal of Game-Based Learning
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