Computer game-based learning in Higher Education Nicola Whitton May 2007.
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Transcript of Computer game-based learning in Higher Education Nicola Whitton May 2007.
Background
Games Human-computer interaction
gamesdesign
online learning
Learning in Higher Education
computer game-based
learning
games-basedlearning
Can computer games be used to support learning in HE?
1. Is there a rationale for using computer game-based learning in Higher Education?
2. How best can computer games be designed to be usable and enhance learning?
3. How can the educational effectiveness of computer game-based learning be measured?
4. How do differences in game design effect the learning experience?
Overview of activities
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2
3
4
Gamesanalysis
Preliminaryinterviews
Preliminarysurvey
Literaturereview
Questionnaire design
Game design and development
Comparativestudy
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Key influences
• Constructivism (Bruner, Jonassen)• Experiential learning (Kolb)• Problem-based learning (Boud, Barrows)• Collaborative learning (Vygotsky,
Wenger)• Adult learning (Knowles) • Games-based learning (Prensky, Gee)• Multimedia learning (Mayer)• Engagement (Malone, Csikszentmihalyi)
Q1: Why use games in HE?
• Rationales in literature– Motivation– ‘Stealth’ learning
• However… games can be constructivist learning environments
• Students in HE motivated to use games to learn if seen as most effective way
Research activities
• Interviews (12)– What is a game?– Motivations to play games?– Acceptability of game-based learning?
• Survey (200)– What types of game do people play?– What are their motivations?– Are educational games intrinsically
motivating for students in HE?
What is a game?
• Challenge• Competition• Fantasy• Goals• Immersion
• Fun?
• Interaction• Outcomes• People• Rules• Safety
Some results
Computer Non-computer
Social (52%) Social (52%)
Cerebral (52%) Cerebral (34%)
Boredom (48%) Boredom (30%)
Physical (6%) Physical (27%)
Social facil. (6%) Social facil. (12%)
Factors influencing motivation
Motivators• Swift and steady improvement• Perception of being goodDemotivators• Difficulty getting started• Getting stuck• Lack of trust with the game• Intrinsic uninterest in the subject
Motivation
Are you motivated or demotivated by game-based learning?
Motivated 63%
Neither 28%
Demotivated 9%
Q2: What is best practice?
• Evaluation of existing guidelines– Constructivist learning
environments– Educational multimedia– Designing for engagement
• Analysis of existing games– Potential educational value– Evaluation of interface design
Criteria (1)
• Game design for learning– Supports active learning– Engenders engagement– Appropriateness– Supports reflection– Provides equitable experience– Provides ongoing support
Criteria (2)
• Interface design– Flexible interaction– Support for player community– Transparent navigation– User control– Robustness– Appropriate visual design
Effective games for learning
• Games that involve:– Problem solving– Exploration– Collaboration– Authentic activities
• For example:– Adventure – Role play – Simulation
Game-based learning design
• Activity to teach basic group skills
• Two games designed with identical– learning outcomes– support materials– debriefing
The Time Capsule
• Based on existing classroom activity
Challenge Interaction
Competition Outcomes
Fantasy People
Goals Rules
Immersion Safety
Pharaoh’s Tomb
• Developed from scratch
Challenge Interaction
Competition Outcomes
Fantasy People
Goals Rules
Immersion Safety
Development
• Iterative prototyping– Game play evaluation (observation)– Group interface evaluation (think-
aloud / observation)– Individual interface evaluation
(Wizard-of-Oz, think-aloud)
3. How can educational effectiveness measured?
• Learning– Pre-test/post-test not applicable– Self-perception of learning
questionnaire
• Engagement– Post-experience questionnaire– 42 question scale tested– Reduced to 18 questions
Engagement factors
• Challenge– Motivation– Clarity– Achievability
• Control
• Immersion
• Interest
• Purpose
4. Comparing game-based learning
• Comparative experiment– Time Capsule groups– Pharaoh’s Tomb groups
• Examining differences– Learning– Engagement
Experiments
• Edinburgh computing students– 8 Pharaoh’s tomb– 9 Time capsule
• Hong Kong marketing students– 12 Pharaoh’s tomb– 7 Time capsule
• Edinburgh computing students– 43 Pharaoh’s Tomb– 36 Time Capsule
Results
• Learning– No significant difference– But questionable reliability
• Engagement– No significant difference overall– Significant difference in control– Difference in immersion
Conclusions
• Games can be collaborative, authentic, active and experiential learning environments.
• To be effective games must be designed with learning in mind and seen as the best way to learn by students.
• Games do not have to have every game characteristic to be engaging.
• How does novelty fit in?