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Game-based learning

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Full-Text Articles in Physical Sciences and Mathematics

A Systematic Mapping Study On Gamification Applications For Undergraduate Cybersecurity Education, Sherri Weitl-Harms, Adam Spanier, John Hastings, Matthew Rokusek Jul 2023

A Systematic Mapping Study On Gamification Applications For Undergraduate Cybersecurity Education, Sherri Weitl-Harms, Adam Spanier, John Hastings, Matthew Rokusek

Journal of Cybersecurity Education, Research and Practice

Gamification in education presents a number of benefits that can theoretically facilitate higher engagement and motivation among students when learning complex, technical concepts. As an innovative, high-potential educational tool, many educators and researchers are attempting to implement more effective gamification into undergraduate coursework. Cyber Security Operations (CSO) education is no exception. CSO education traditionally requires comprehension of complex concepts requiring a high level of technical and abstract thinking. By properly applying gamification to complex CSO concepts, engagement in students should see an increase. While an increase is expected, no comprehensive study of CSO gamification applications (GA) has yet been undertaken …


Digital Game-Based Approach To Math Learning For Students, Gul Ayaz, Katherine Smith Apr 2023

Digital Game-Based Approach To Math Learning For Students, Gul Ayaz, Katherine Smith

Modeling, Simulation and Visualization Student Capstone Conference

Mathematics is an important subject that is pervasive across many disciplines. It is also a subject that has proven to be challenging to both teach and learn. Students face many challenges with learning math such as a lack of motivation and anxiety. To address these challenges, game-based learning has become a popular approach to stimulate students and create a more positive classroom environment. It can serve as an alternative or supplement to traditional teaching and can better engage students while developing a positive attitude toward learning. The use of games in a classroom can create a more exciting and engaging …


Developing And Assessing A Generalized Serious Game That Supports Customized Joint All-Domain Operations Related Learning Objectives, Jonathan D. Moore Mar 2023

Developing And Assessing A Generalized Serious Game That Supports Customized Joint All-Domain Operations Related Learning Objectives, Jonathan D. Moore

Theses and Dissertations

As the threat of near-peer adversaries has increased, the DoD has increased its emphasis on Joint All-Domain Operations (JADO). This emphasis on JADO highlights the need for hands-on training that can engage military members at all levels. The serious game Battlespace Next (BSN) was designed to teach high-level JADO concepts by modeling real-world military assets in the context of a strategic card game. To keep pace with the evolving landscape of warfare as well as fit the needs of a variety of Department of Defense (DoD) communities, this research introduces the Battlespace Next Education Framework (BSNEF). The BSNEF allows JADO …


We Are Still Playing: A Meta-Analysis Of Game-Based Learning In Mathematics Education, Thomas Conmy Jan 2023

We Are Still Playing: A Meta-Analysis Of Game-Based Learning In Mathematics Education, Thomas Conmy

Doctoral Dissertations

The purpose of this meta-analysis was to investigate the effectiveness of the use of games as part of mathematics instruction on academic achievement in grades Kindergarten to 12 in the United States. There were 17 studies selected for investigation published from 2010 to 2023 that focused on game-based learning and mathematics. This meta-analysis fills the gap in the knowledge by examining classes that are using game based learning across three platforms of instruction: nondigital games, digital on computers, and mobile devices. The findings from this meta-analysis suggest that the usage of game-based learning in a classroom has a positive effect …


Obsolescence: Evaluating An Educational Serious Game On Artificial Intelligence Impacts To Military Strategic Goals, Timothy C. Kokotajlo Mar 2022

Obsolescence: Evaluating An Educational Serious Game On Artificial Intelligence Impacts To Military Strategic Goals, Timothy C. Kokotajlo

Theses and Dissertations

Artificial Intelligence (AI) threatens to bring significant disruption to all aspects of military operations. This research develops a Serious Game (SG) and assessment methodology to provide education on the mindsets required for engaging with disruptive AI technologies. The game, Obsolescence, teaches strategic-level concepts recommended to the Department of Defense (DoD) from a compilation of reports on the current and future state of AI and warfighting. The methodology for assessing the educational value of Obsolescence addresses common challenges such as subjective reporting, control groups, population sizes, and measuring abstract or high levels of learning. The games proposed educational value is tested …


In-Game Social Interactions To Facilitate Esl Students' Morphological Awareness, Language And Literacy Skills, Yolanda A. Rankin, Sana Tibi, Casey Kennington, Na-Eun Han Sep 2021

In-Game Social Interactions To Facilitate Esl Students' Morphological Awareness, Language And Literacy Skills, Yolanda A. Rankin, Sana Tibi, Casey Kennington, Na-Eun Han

Computer Science Faculty Publications and Presentations

Video games that require players to utilize a target or second language to complete tasks have emerged as alternative pedagogical tools for Second Language Acquisition (SLA). With the exception of vocabulary acquisition, much of the prior research in game-based SLA fails to gauge students' literacy skills, specifically their morphological awareness or understanding of the smallest meaningful linguistic units (e.g., prefixes, suffixes, and roots). Given this shortcoming, we utilize a two-player online game to facilitate social interactions between Native English Speakers (NES) and English as a Second Language (ESL) students as a mechanism to generate ESL students' written output in the …


Accessibility: Disabilities Treasure Hunt, Devorah Kletenik Jan 2021

Accessibility: Disabilities Treasure Hunt, Devorah Kletenik

Open Educational Resources

This is a treasure hunt game that simulates various disabilities and gives a sense of how frustrating non-accessible content can be for people with disabilities. Suitable for a general audience, no programming experience necessary.

An editable copy is also given, along with ideas about how to make it more accessible.


Comparison Of English Comprehension Among Students From Different Backgrounds Using A Narrative-Centered Digital Game, May Marie P. Talandron-Felipe, Kent Levi A. Bonifacio, Gladys S. Ayunar, Ma. Mercedes T. Rodrigo Jan 2021

Comparison Of English Comprehension Among Students From Different Backgrounds Using A Narrative-Centered Digital Game, May Marie P. Talandron-Felipe, Kent Levi A. Bonifacio, Gladys S. Ayunar, Ma. Mercedes T. Rodrigo

Department of Information Systems & Computer Science Faculty Publications

This paper reports the continuation of the field testing of a narrative-centered digital game for English comprehension called Learning Likha: Rangers to the Rescue (LLRR) with a two-fold goal: first, identify the differences in terms of usage, attitudes towards, and perceptions of the English language between students from southern Philippines and the National Capital Region, and second, to determine how the LLRR in-game performance, post-test comprehension scores, engagement, and motivation of students differ between the groups. The participants who are grade school students from a province in southern Philippines answered questionnaires about their attitude towards and perception of English, played …


Proceedings Of The Cuny Games Conference 6.0, Robert O. Duncan, Joseph Bisz, Christina Boyle, Kathleen Offenholley, Maura A. Smale, Carolyn Stallard, Deborah Sturm Feb 2020

Proceedings Of The Cuny Games Conference 6.0, Robert O. Duncan, Joseph Bisz, Christina Boyle, Kathleen Offenholley, Maura A. Smale, Carolyn Stallard, Deborah Sturm

Publications and Research

The CUNY Games Network is an organization dedicated to encouraging research, scholarship and teaching in the developing field of games-based learning. We connect educators from every campus and discipline at CUNY and beyond who are interested in digital and non-digital games, simulations, and other forms of interactive teaching and inquiry-based learning. These proceedings summarize the CUNY Games Conference 6.0, where scholars shared research findings at a three-day event to promote and discuss game-based pedagogy in higher education. Presenters could share findings in oral presentations, posters, demos, or play testing sessions. The conference also included workshops on how to modify existing …


Development And Field Testing Of A Mall For Filipino With A Reusable Framework For Mobile-Based Drills, Jenilyn Agapito, Dominique Marie Antoinette Manahan, Ma. Monica L. Moreno, Jose Isidro Beraquit, Ingrid Yvonne Herras, Kevin Arnel C. Mora, Johanna Marion R. Torres, Ma. Mercedes T. Rodrigo Jan 2020

Development And Field Testing Of A Mall For Filipino With A Reusable Framework For Mobile-Based Drills, Jenilyn Agapito, Dominique Marie Antoinette Manahan, Ma. Monica L. Moreno, Jose Isidro Beraquit, Ingrid Yvonne Herras, Kevin Arnel C. Mora, Johanna Marion R. Torres, Ma. Mercedes T. Rodrigo

Department of Information Systems & Computer Science Faculty Publications

This paper describes the development and field testing of Ibigkas! Filipino, a mobile game that exercises learners’ fluency in identifying synonyms (kasingkahulugan) and antonyms (kasalungat) in the Filipino language. Twenty-four students from Grades 4, 5, and 6 were invited to play and answer comprehension tests to determine whether the game helped them improve their understanding of the content. Self-report questionnaires assessed the extent to which they enjoyed it. Additionally, three teachers were invited to a focus group discussion (FGD) to gather their insights about the game and how they may use it in their classes. Self-report feedback from students showed …


Development And Field Testing Of A Narrative-Centered Digital Game For English Comprehension, Jenilyn Agapito, Dominique Marie Antoinette Manahan, Ma. Monica L. Moreno, Jose Isidro Beraquit, Ingrid Yvonne Herras, Kevin Arnel C. Mora, Johanna Marion R. Torres, Ma. Mercedes T. Rodrigo Jan 2020

Development And Field Testing Of A Narrative-Centered Digital Game For English Comprehension, Jenilyn Agapito, Dominique Marie Antoinette Manahan, Ma. Monica L. Moreno, Jose Isidro Beraquit, Ingrid Yvonne Herras, Kevin Arnel C. Mora, Johanna Marion R. Torres, Ma. Mercedes T. Rodrigo

Education Department Faculty Publications

This paper describes the development and field testing of Learning Likha: Rangers to the Rescue, a narrative-centered, mobile-based digital game for practicing English comprehension. Twenty-seven (27) student participants from Grades 4, 5, and 6 were invited to play the game and answer a comprehension test to determine their level of understanding of the game’s contents. Self-report questionnaires were also used to assess the extent to which they enjoyed playing the game. Three (3) teachers were likewise invited for a focus group discussion (FGD) to gather their insights about the game and how they may use it in their classes. Student’s …


Enabling National Software Development Competitions To Identify And Enhance Student Mentor Capability In Singapore, Chris Boesch, Sandra Boesch Oct 2014

Enabling National Software Development Competitions To Identify And Enhance Student Mentor Capability In Singapore, Chris Boesch, Sandra Boesch

Research Collection School Of Computing and Information Systems

The authors previously developed a system to facilitate the self-directed learning and practicing of software languages in Singapore. One of the goals of this self-directed learning was to enable the creation of student mentors who would be able to assist other students during classroom sessions. Building on this work, the authors extended the platform to support the promotion and coordination of multiple programming competitions including multiple schools systems within Singapore with the goals of identifying, enabling, and mentoring students who might be better prepared to mentor their peers at their school after participating in the country wide competition. This paper …


Enabling National Software Development Competitions To Identify And Enhance Student Mentor Capability In Singapore, Chris Boesch, Sandra Boesch Jul 2014

Enabling National Software Development Competitions To Identify And Enhance Student Mentor Capability In Singapore, Chris Boesch, Sandra Boesch

Chris BOESCH

The authors previously developed a system to facilitate the self-directed learning and practicing of software languages in Singapore. One of the goals of this self-directed learning was to enable the creation of student mentors who would be able to assist other students during classroom sessions. Building on this work, the authors extended the platform to support the promotion and coordination of multiple programming competitions including multiple schools systems within Singapore with the goals of identifying, enabling, and mentoring students who might be better prepared to mentor their peers at their school after participating in the country wide competition. This paper …


Automated Mentor Assignment In Blended Learning Environments, Chris Boesch, Kevin Steppe Jul 2014

Automated Mentor Assignment In Blended Learning Environments, Chris Boesch, Kevin Steppe

Chris BOESCH

In this paper we discuss the addition of automatic assignment of mentors during inclass lab work to an existing online platform for programing practice. SingPath is an web based tool for users to practice programming in several software languages. The platform started as a tool to provide students with online feedback on solutions to programming problems and expanded over time to support different of blended learning needs for a variety of classes and classroom settings. The SingPath platform supports traditional self-directed learning mechanisms such as badges and completion metrics as well as features for use in classrooms, such as tournaments. …


Creating Adaptive Quests To Support Personalized Learning Experiences When Learning Software Languages, Chris Boesch, Sandra Boesch Jul 2014

Creating Adaptive Quests To Support Personalized Learning Experiences When Learning Software Languages, Chris Boesch, Sandra Boesch

Chris BOESCH

Over the past three years the authors have been developing and refining an online practicing platform called SingPath, which enables users to practice writing code in various software languages. The most recent feature to be released is a Quest mode that encourages users by showing short video clips each time a user solves five problems. In addition, users are able to choose whether to play through these quests on easy, medium, or hard levels of difficulty. The ability for users to customize their game play enables them to modify the difficulty of the experience and ideally self-regulate how frustrating or …


Tournament-Based Teaching, Shannon Christopher Boesch, Sandra Boesch Jul 2014

Tournament-Based Teaching, Shannon Christopher Boesch, Sandra Boesch

Chris BOESCH

Over the past two years we have collaborated to develop a process and set of online games to enable additional feedback to both students and instructors in a classroom setting. We have named the resulting process Tournament-based Teaching due to the extensive use of tournament-based feedback for groups and individuals throughout course delivery. Tournament-based Teaching enables individualized and peer-based learning in a classroom setting and provides additional motivation for students to prepare for classroom sessions. It also provides feedback to instructors, which can be leveraged to provide better schedule classroom sessions.


Adaptive Gameplay For Programming Practice, Chris Boesch, Sandra Boesch Jul 2014

Adaptive Gameplay For Programming Practice, Chris Boesch, Sandra Boesch

Chris BOESCH

Over the past four years, we have collaborated to develop a set of online games to enable users to practice software languages in a self-directed manner and as part of a class. Recently we introduced a new adaptive difficulty feature that enables players to self-regulate the difficulty of the games they are playing to practice. These new features also provide additional information to further adapt the problem content to better meet the needs of the users.


Automated Mentor Assignment In Blended Learning Environments, Chris Boesch, Kevin Steppe Apr 2014

Automated Mentor Assignment In Blended Learning Environments, Chris Boesch, Kevin Steppe

Research Collection School Of Computing and Information Systems

In this paper we discuss the addition of automatic assignment of mentors during inclass lab work to an existing online platform for programing practice. SingPath is an web based tool for users to practice programming in several software languages. The platform started as a tool to provide students with online feedback on solutions to programming problems and expanded over time to support different of blended learning needs for a variety of classes and classroom settings. The SingPath platform supports traditional self-directed learning mechanisms such as badges and completion metrics as well as features for use in classrooms, such as tournaments. …


Adaptive Gameplay For Programming Practice, Chris Boesch, Sandra Boesch Oct 2013

Adaptive Gameplay For Programming Practice, Chris Boesch, Sandra Boesch

Research Collection School Of Computing and Information Systems

Over the past four years, we have collaborated to develop a set of online games to enable users to practice software languages in a self-directed manner and as part of a class. Recently we introduced a new adaptive difficulty feature that enables players to self-regulate the difficulty of the games they are playing to practice. These new features also provide additional information to further adapt the problem content to better meet the needs of the users.


Creating Adaptive Quests To Support Personalized Learning Experiences When Learning Software Languages, Chris Boesch, Sandra Boesch Oct 2013

Creating Adaptive Quests To Support Personalized Learning Experiences When Learning Software Languages, Chris Boesch, Sandra Boesch

Research Collection School Of Computing and Information Systems

Over the past three years the authors have been developing and refining an online practicing platform called SingPath, which enables users to practice writing code in various software languages. The most recent feature to be released is a Quest mode that encourages users by showing short video clips each time a user solves five problems. In addition, users are able to choose whether to play through these quests on easy, medium, or hard levels of difficulty. The ability for users to customize their game play enables them to modify the difficulty of the experience and ideally self-regulate how frustrating or …


Tournament-Based Teaching, Shannon Christopher Boesch, Sandra Boesch Nov 2012

Tournament-Based Teaching, Shannon Christopher Boesch, Sandra Boesch

Research Collection School Of Computing and Information Systems

Over the past two years we have collaborated to develop a process and set of online games to enable additional feedback to both students and instructors in a classroom setting. We have named the resulting process Tournament-based Teaching due to the extensive use of tournament-based feedback for groups and individuals throughout course delivery. Tournament-based Teaching enables individualized and peer-based learning in a classroom setting and provides additional motivation for students to prepare for classroom sessions. It also provides feedback to instructors, which can be leveraged to provide better schedule classroom sessions.


Using A Game-Based Learning Model As A New Teaching Strategy For Computer Engineering, Kristijan Kuk, Dragica Jovanovic, Dusan Jokanovic, Petar Spalevic, Marko Caric, Stefan Panic Jan 2012

Using A Game-Based Learning Model As A New Teaching Strategy For Computer Engineering, Kristijan Kuk, Dragica Jovanovic, Dusan Jokanovic, Petar Spalevic, Marko Caric, Stefan Panic

Turkish Journal of Electrical Engineering and Computer Sciences

Interactive multimedia simulations and computer game elements can be successfully combined in order to create new advanced educational resources for teaching today's generation of students. Such a learning environment, a game-based learning model (GBLm), has been designed as a research prototype. This paper describes one type of GBLm for computer engineering, which we have used in the subject of computer graphics for the teaching unit Z-buffer algorithm, in order to facilitate the learning process. The implementation of a GBLm for graphical algorithms (GBL4CAl) is presented in detail as a multimedia interactive learning module designed to motivate students by making learning …