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2015

Game-based learning

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Full-Text Articles in Education

Learn To Play, Play To Learn: Designing A Digital Board Game For A Law Of Torts Class, Gary Kok Yew Chan, Swee Liang Tan, Khe Foon Timothy Hew, Li Siong Lim, Bernie Grayson Koh Dec 2015

Learn To Play, Play To Learn: Designing A Digital Board Game For A Law Of Torts Class, Gary Kok Yew Chan, Swee Liang Tan, Khe Foon Timothy Hew, Li Siong Lim, Bernie Grayson Koh

Research Collection Yong Pung How School Of Law

This paper documents the learning journey and outcomes of designing an electronic roll-and-move board game, The Grade Inflation Game (GIGAME). It was developed by the Centre for Teaching Excellence (CTE) for classes conducted in the School of Law at the Singapore Management University (SMU). It investigates the effectiveness of using an electronic board game in teaching and learning. Based on the survey on 64 student-players of the game, the study revealed that the game enabled students to consolidate objective skills and knowledge while having 'serious' fun.


How Debriefing Strategies Can Improve Student Motivation And Self-Efficacy In Game-Based Learning, Cigdem Uz Bilgin, Youngkyun Baek, Hyungsung Park Oct 2015

How Debriefing Strategies Can Improve Student Motivation And Self-Efficacy In Game-Based Learning, Cigdem Uz Bilgin, Youngkyun Baek, Hyungsung Park

Educational Technology Faculty Publications and Presentations

Debriefing is an important step in game-based learning environments. In the present study, the effect of different debriefing strategies in terms of two factors, grouping (self vs. team) and timing (in-game vs. post-game), was investigated on the motivation and self-efficacy levels of students. In a 2x2 ANOVA design, 62 sixth grade students were randomly assigned into two debriefing groups: self-debriefing and team debriefing. About half of members in each group performed either one of the two debriefing: in-game debriefing or post-game debriefing. Students in the self-debriefing as well as in the team-briefing group played the game three days a week …


Exploring Effects Of Intrinsic Motivation And Prior Knowledge On Student Achievements In Game-Based Learning, Youngkyun Baek, Yan Xu, Sanghoon Han, Jungwon Cho Oct 2015

Exploring Effects Of Intrinsic Motivation And Prior Knowledge On Student Achievements In Game-Based Learning, Youngkyun Baek, Yan Xu, Sanghoon Han, Jungwon Cho

Educational Technology Faculty Publications and Presentations

This study investigates the effects of students’ intrinsic motivation and prior knowledge on student achievement in learning Chinese in a game-based learning environment. A total of 140 fourth-grade students from an elementary school in South Korea participated in this study. An instructional game called “Hanjamaru,” which is designed to teach Chinese characters, was implemented for four weeks. During the experiment, students’ prior knowledge, intrinsic motivation in gaming, and achievements learning Chinese were quantitatively measured. Findings from this study demonstrate that both students’ prior knowledge and intrinsic motivation affect their achievements in learning Chinese. Also, there students’ prior knowledge and intrinsic …


Play A Game, Make A Game: Getting Creative With Professional Development For Library Instruction, Maura A. Smale May 2015

Play A Game, Make A Game: Getting Creative With Professional Development For Library Instruction, Maura A. Smale

Publications and Research

Using games in the library classroom is an active learning strategy that can increase student engagement. However, not all librarians are equally familiar and comfortable with bringing game-based learning to the library. Game On for Information Literacy is a brainstorming card game to help librarians create games for information literacy and library instruction. Inspired by other successful brainstorming card games, this game was developed, playtested, and iterated over several years in workshops, graduate-level MLIS courses, and professional development programs. Game materials are all available to download, use, remix, and share.


A Resource Website For Game-Based Learning, Gerald Phillips Apr 2015

A Resource Website For Game-Based Learning, Gerald Phillips

Master of Education in Instructional Design and Technology Plan II Graduate Projects

Motivation is a huge factor in the success of students at all ages, especially in this fast paced technological world we live in. So - what motivates people to learn? Better yet, what, plain and simply, motivates people? Digital and non-digital games have a strong grasp on the attention of people across the world. They provide competition and mental stimulation that many people just cannot find in reality. Games engage players in unique problem solving situations, let them explore and satisfy curiosity, and connect players around the world who otherwise would never meet. Every achievement offers a reward and increase …


Jewish Games For Learning: Renewing Heritage Traditions In The Digital Age, Owen Gottlieb Apr 2015

Jewish Games For Learning: Renewing Heritage Traditions In The Digital Age, Owen Gottlieb

Articles

Rather than a discontinuity from traditional modes of learning, new explorations of digital and strategic games in Jewish learning are markedly continuous with ancient practices. An explication of the close connections between traditional modes of Jewish learning, interpretive practice, and gaming culture can help to explain how Jews of the Digital Age can adopt and are adapting modern Games for Learning practices for contemporary purposes. The chapter opens by contextualizing a notion of Jewish Games and the field of Games for Learning. Next, the chapter explains the connections between game systems and Jewish traditions. It closes with a case study …


Automated Hints On Quizzes: An Approach To Combined Learning And Evaluation, Jerry Schnepp, Christian Rogers Apr 2015

Automated Hints On Quizzes: An Approach To Combined Learning And Evaluation, Jerry Schnepp, Christian Rogers

Jerry C Schnepp

This paper describes and evaluates an approach to student assessment using Point Barter, an online quiz system that allows students to sacrifice partial credit in exchange for hints about the correct answer.

In the Proceedings of the 2014 International Higher Education Teaching and Learning Association Conference. Anchorage, Alaska, May 31 to June 2, 2014.


Integrating Games To Teach A First Programming Course, Soumia Ichoua Feb 2015

Integrating Games To Teach A First Programming Course, Soumia Ichoua

Soumia Ichoua

In the past few years, there has been an increased interest in game-based learning as a powerful tool to stimulate students’ interest and promote their engagement in the learning process. In this paper, we discuss our experience in integrating gaming to teach a first programming course. The course is restructured and redesigned to allow teaching the basics of programming through games. Students actively use fundamental programming concepts learned to modify and create two dimension games using C# and XNA with .Net framework. This is an on-going work. Surveys and worksheets are developed to be used in assessing the effectiveness of …


Incentivizing Your Class: The Engagement-Based Classroom Management Model, Lori Desautels Feb 2015

Incentivizing Your Class: The Engagement-Based Classroom Management Model, Lori Desautels

Scholarship and Professional Work – Education

When I think of our most struggling and distracted students, I see how social pain and rejection often hijack their ability to be academically focused and successful. Optimal school performance requires positive emotional connections with those students that we want to prosper while feeling capable and competent.

When students and teachers feel this connection, we are all responding from the higher cortical regions of the brain, and our dopamine reward centers are activated by these feelings, these positive emotions. Our interactions with students are intimately connected with our own feelings and agendas. When our efforts in the classroom meet with …


Using Game-Based Learning To Foster Critical Thinking In Student Discourse, Marc I. Cicchino Jan 2015

Using Game-Based Learning To Foster Critical Thinking In Student Discourse, Marc I. Cicchino

Interdisciplinary Journal of Problem-Based Learning

Previous research indicates the importance of student discourse in the construction of knowledge and the fostering of critical thinking skills, especially in the field of problem-based learning (PBL). Further, a growing body of research on game-based learning (GBL) draws parallels between playing certain types of games and the solving of ill-structured problems, citing similar conditions for learning (student centered, small student groups, teachers as facilitators, problems as vehicles for development), and similar learning outcomes (communication, problem-solving, critical thinking, collaboration) as PBL. However, there is a gap in understanding how GBL affects critical thinking as embodied by student discourse when implemented …


Cognitive And Emotional Effects Of Learning Chinese By Playing An Online Game, Shuyi Guan Jan 2015

Cognitive And Emotional Effects Of Learning Chinese By Playing An Online Game, Shuyi Guan

Legacy Theses & Dissertations (2009 - 2024)

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