{"title":"基于团队学习的游戏开发活动分析","authors":"Akiko Teranishi, M. Nakayama, T. Wyeld, M. Eid","doi":"10.1109/iV.2017.73","DOIUrl":null,"url":null,"abstract":"Game development activity using Team-based Learning (TBL) was investigated in order to identify factors contributing to the usability of the product. In this study, three teams from two different countries are compared. As the related factors, the followings were examined to analyze the relationships with usability scores: (1) learning reflection, (2) social media communications within teams, and (3) participants’ characteristics and information literacy. Usability scores were conveyed using a System Usability Scale (SUS) by evaluations from the other teams. The participants’ characteristics and information literacy were measured before starting the project as a pre-test. The discussions and communications via social media of each group were categorized as: Proposal, Permission, Encouragement, and Acknowledgment, using protocol analysis to examine their contributions towards the usability scores. After completing the study project, a learning reflection questionnaire was completed by all participants to evaluate efficacy, satisfaction and achievement of learning, and difficulties.","PeriodicalId":410876,"journal":{"name":"2017 21st International Conference Information Visualisation (IV)","volume":"42 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-07-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Analysis of Game Development Activity Using Team-Based Learning\",\"authors\":\"Akiko Teranishi, M. Nakayama, T. Wyeld, M. Eid\",\"doi\":\"10.1109/iV.2017.73\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Game development activity using Team-based Learning (TBL) was investigated in order to identify factors contributing to the usability of the product. In this study, three teams from two different countries are compared. As the related factors, the followings were examined to analyze the relationships with usability scores: (1) learning reflection, (2) social media communications within teams, and (3) participants’ characteristics and information literacy. Usability scores were conveyed using a System Usability Scale (SUS) by evaluations from the other teams. The participants’ characteristics and information literacy were measured before starting the project as a pre-test. The discussions and communications via social media of each group were categorized as: Proposal, Permission, Encouragement, and Acknowledgment, using protocol analysis to examine their contributions towards the usability scores. After completing the study project, a learning reflection questionnaire was completed by all participants to evaluate efficacy, satisfaction and achievement of learning, and difficulties.\",\"PeriodicalId\":410876,\"journal\":{\"name\":\"2017 21st International Conference Information Visualisation (IV)\",\"volume\":\"42 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2017-07-11\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2017 21st International Conference Information Visualisation (IV)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/iV.2017.73\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2017 21st International Conference Information Visualisation (IV)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/iV.2017.73","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Analysis of Game Development Activity Using Team-Based Learning
Game development activity using Team-based Learning (TBL) was investigated in order to identify factors contributing to the usability of the product. In this study, three teams from two different countries are compared. As the related factors, the followings were examined to analyze the relationships with usability scores: (1) learning reflection, (2) social media communications within teams, and (3) participants’ characteristics and information literacy. Usability scores were conveyed using a System Usability Scale (SUS) by evaluations from the other teams. The participants’ characteristics and information literacy were measured before starting the project as a pre-test. The discussions and communications via social media of each group were categorized as: Proposal, Permission, Encouragement, and Acknowledgment, using protocol analysis to examine their contributions towards the usability scores. After completing the study project, a learning reflection questionnaire was completed by all participants to evaluate efficacy, satisfaction and achievement of learning, and difficulties.