Nowadays, the use of educational games is gaining substantial popularity. Games offer immersive and fascinating environments that render them a powerful tool for achieving high-quality learning ...outcomes, like advancing students’ education through engaging activities. However, one crucial enhancement is that they should take into consideration important aspects of each individual student and adapt to them accordingly for improving the educational results. Given the above, the present work considers an educational adventure game that offers cognitive-based adaptivity in its educational content and scenarios. More specifically, it adapts both the difficulty level of the educational content and its plot dynamically to the knowledge level and learning needs of each individual student. The adaptation is realized using a fuzzy student model that detects the current cognitive state of the trainee and decides about the way in which the game’s plot has to be modified. It determines if its scenario will be dynamically extended or not, aiming to assist the trainee overcome her/his weaknesses and improve her/his educational performance. The gain of this is that through the plot’s adaptation, the game motivates the learners/players to be involved actively in the learning process and provides educational content tailored to their knowledge level and weaknesses, enhancing the educational results. The contribution of the game to the educational process and outcomes was thoroughly evaluated. The evaluation results indicate a high acceptance rate of the game by learners and teachers and underline its effectiveness in the educational results.
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GEOZS, IJS, IMTLJ, KILJ, KISLJ, NLZOH, NUK, OILJ, PNG, SAZU, SBCE, SBJE, UILJ, UL, UM, UPCLJ, UPUK, ZAGLJ, ZRSKP
This study evaluates the use of educational games as an introductory activity in the first year of undergraduate degree programs in industrial engineering. This proposal exploit the potential use of ...games to present complex situations without discouraging players, allowing new students to examine important elements of the professional field. Therefore, an educational game designed for use during the first year of classes was developed. The contribution of this game proposed for student learning and motivation was evaluated using a questionnaire, as was the receptivity to the use of educational games. The results show that this activity motivated students to participate and to better understand the course content. They also indicate that educational games are well accepted by the first-year students. The following benefits of educational games as an introductory activity in higher education contribute to these results: the opportunity to present different concepts in an integrated manner, the possibility of offering a comprehensive and dynamic example that can be shared by students and professors, the greater freedom afforded to the professor for individual interaction with students and the ability to simultaneously satisfy the demand for knowledge and motivation.
•Educational games contribute to the learning and motivation of undergraduate freshmen.•Interaction between professors and students is supported by educational games.•A comprehensive and dynamic example is shared by students and professors.
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Computational Thinking has gained relevance over the last few years, even becoming a mandatory school subject in many countries, being a research debate in the most varied areas of knowledge. In a ...post-pandemic scenario, where we were recently forced to change the way we work, learn and teach, the need for new educational solutions, especially on-line solutions, is more evident. Taking such transformations as a reference, this article describes/presents the development of an on-line instrument to stimulate computational thinking in elementary school, through the use of on-line games. A literatura nos mostra que as pessoas nao aprendem da mesma forma e o próprio conceito de aprendizagem é bastante complexo e subjetivo a ponto de tornar nebulosa sua percepçao. Como que estamos preparando as crianças hoje para fazer face aos desafios futuros? A atual educaçao é capaz de desenvolver nos aprendizes competencias de curiosidade, perseverança e colaboraçao, que se apontam como as necessárias para viver em ambientes de tecnología pervasiva?
This study developed an online role-playing history education game with real-person NPCs (Non-Player Characters). The game features real people playing NPC characters, and provides a ...multi-dimensional scaffolding mechanism with realistic story and historical scenes, allowing learners to engage in strategic planning and problem solving during a historical event to facilitate their history empathy and further promote their understanding of historical figures and feelings about historical events. A total of 60 participants were recruited online to participate in this study, with 30 in the experimental group (learning by game) and 30 in the control group (learning by general case discussion). This study explored learning effectiveness, flow status, activity anxiety, history empathy, usefulness of scaffolding, game fidelity, and gaming behavioral patterns. The results showed that the experimental group of learners' history knowledge improved significantly under the history educational game activities. The game also promoted learners' history empathy. Both groups had high flow. In addition, multi-dimensional scaffolding was noticed in the game at a high rate, and there was a high degree of usefulness. This study also coded videos of learners' activity processes and further analyzed the behavioral patterns of learners' collaborative learning.
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35.
Educational game design for online education Moreno-Ger, Pablo; Burgos, Daniel; Martínez-Ortiz, Iván ...
Computers in human behavior,
09/2008, Volume:
24, Issue:
6
Journal Article
Peer reviewed
The use of educational games in learning environments is an increasingly relevant trend. The motivational and immersive traits of game-based learning have been deeply studied in the literature, but ...the systematic design and implementation of educational games remain an elusive topic. In this study some relevant requirements for the design of educational games in online education are analyzed, and a general game design method that includes adaptation and assessment features is proposed. Finally, a particular implementation of that design is described in light of its applicability to other implementations and environments.
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GEOZS, IJS, IMTLJ, KILJ, KISLJ, NUK, OILJ, PNG, SAZU, SBCE, SBJE, UL, UM, UPCLJ, UPUK
IntroductionTeaching and learning in primary school require attention to the physical, cognitive, emotional and social needs of students in this period. In this regard, play is one of the mechanisms ...that can turn the flow of education and learning in the elementary school, especially in the first period (first, second, third) into an exciting, uplifting, enjoyable and creative process. The present study seeks to extract the most important components and dimensions of game-based education with emphasis on skills training in order to provide a comprehensive model as its main goal. The question is, what are the dimensions and elements of game-based education with emphasis on skill training?MethodThe present study is a qualitative study performed using metasynthesis method. In the present study, the use of metasynthesis method to identify elements related to the game-based education model with emphasis on skill training is such that researchers with a comprehensive and holistic view of the sources have done a thorough and in-depth review and related research findings combined to create comprehensive and interpretive findings. In order to achieve the purpose of the study, previous studies were reviewed and explored, and in this regard, the seven-step method of Barroso and Sandelowski (2007) was used.ResultsThe research was designed in the form of 8 dimensions and 19 components. The first dimension of a conceptual model is "motivation": the ability to achieve curriculum goals. The "individual" dimension includes: increasing self-confidence. The "skills": the ability to communicate effectively. The "cognitive": achieving mental development. The "learning" dimension includes: practical and experiential learning, the development of basic learning skills. "creativity": a platform for creating new ideas. The "physical": reduction of inactivity, physical growth and movment skills. The "therapy": expressing emotions. .DiscussionAccording to studies, cognitive processing of students is a very important issue; therefore, the results of the research in this dimension are consistent with the findings of Zeng et al. (2020) and Johann (2019). In terms of creativity and increasing creative thinking, it is consistent with the findings of Marcos et al. (2020) and in terms of physicality and energy depletion, which is accompanied by the development of movement skills, is also consistent with the findings of Chu, M. fowler (2020).
Educational game is a digital game in its design using the elements of education and in it support teaching and learning by using technology that is interactive media. Generally an educational game ...has a fun look, an easy-to-use menu, as well as color combinations that are used that are GUI-based (Graphic User Interface) so as to create appeal to users. Because it is undeniable that the human brain tends to more quickly capture learning through visual images rather than writings. Therefore, graphic design of an educational game becomes one of the important points. Software applications become one of the solutions in making game design, one of which is a vector-based software applications. There are various software that can be used in accordance with the function and usefulness of each. But in general the way the software works almost same.
The issue of choosing the field of study and specialty becomes especially relevant at the stage of admission to a higher educational institution. This work is dedicated to the means of decision ...support system for the prospect students who cannot decide on their own what they want to do in the future. At the same time, an innovative approach is considered for evaluation and development of spatial awareness of the students entering the educational establishments specializing in the construction. The focus is on researching methods based on mobile gaming applications and can be used in decision support systems. Modern computer technologies allow not only to evaluate the results of educational games, but also to record the characteristics of the personality that appear during the game and reflect the degree of the ability to study in the appropriate field. The analysis of modern mobile applications, which allows to assess the abilities of prospective students, which are necessary for successful training in the specialty. Because of the analysis, there were selected mobile applications that are expedient to use in intelligent decision support systems and to assess and develop spatial awareness. There was formed a set of criteria for evaluating factors reflecting the level of the prospective student’s spatial awareness. There was proposed an approach to the development of an intellectual system for evaluating the professional abilities of the students entering the educational establishments specializing in building.
This research aimed to describe the development process and results of the Construct 2 Android-based education math game on number pattern subjects to increase student's ICT literacy. This research ...employed the Research and Development method with a 4-D development model. The development model consisted of 4 stages: the Define stage, the Design stage, the Development stage, and the dissemination stage. Also, the researchers developed the Android-based application based on ICT literacy indicators. The application must be valid, practical, and effective. The results showed a correlation coefficient value of 0.87 and included in the valid category with very high interpretation. The level of practicality of the developed product was 83.96% based on a users' responses questionnaire. The effectiveness was determined based on the percentage of students' learning outcomes which was 83.33%. The increase in students' ICT literacy was determined based on the ICT literacy questionnaire and learning outcome tests' average N-Gain score. The average N-Gain value obtained was 0.75, with an average value for the ICT literacy questionnaire of 0.89 and the average value for the learning outcome test of 0.61. Based on these three criteria, it can be concluded that the Construct 2 android-based educational math game on the number pattern material can improve students' ICT literacy.
The purpose of this research is to produce a product in the form of media game android based education on transformation material. This research uses research and development (methodsR&D). with model ...procedure Four D (4-D). This research was conducted at one of the state junior high schools in Bengkalis Regency. The data collection technique was in the form of a questionnaire using a Likert scale. The data analysis technique was analyzed by transforming the average scale into qualitative sentences. Research.This results indesign in game adventure educational trans go an android-based accordance with the analysis of the needs and problems encountered at school. The results of the feasibility study show the validity of 86% with very valid criteria. In conclusion, products game android based education on transformation material are feasible and can be implemented in mathematics learning.