Handbook of research on serious games for educational applications

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Weitere Verfasser: Zheng, Robert Z. 1958- (HerausgeberIn), Gardner, Michael K. (HerausgeberIn)
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Sprache:English
Veröffentlicht: Hershey PA, USA IGI Global, Disseminator of Knowledge [2017]
Schriftenreihe:Advances in game-based learning (AGBL) book series
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adam_text Titel: Handbook of research on serious games for educational applications Autor: Zheng, Robert Jahr: 2017 Detailed Table of Contents Preface. . xx Acknowledgment. .XXVll Section 1 Educational Games: Theoretical Perspectives Chapter 1 What Cognitive Psychology Can Tell Us About Educational Computer Games...................................1 Michael K. Gardner, University of Utah, USA David L. Strayer, University of Utah, USA Developers of educational computer games often have incomplete knowledge of the cognitive abilities of learners, yet this knowledge can be useful in informing game design. This chapter reviews two important cognitive abilities that underlie learning: working memory and attentional capacity/executive function. From a description of the developmental course of each ability, we derive a set of recommendations for game developers to follow when designing games for learners of different ages. The chapter next reviews the psychology of transfer of training, including two major theories on the issue. The doctrine of identical elements appears to give the better description of how transfer occurs from training environment (the educational computer game) to target environment (real world performance of the learned skill). It is recommended that games embody, as closely as possible, the end behavior they hope to produce, as this will produce maximal transfer. Finally, we review some controversial research demonstrating distant transfer in computer video gaming. Chapter 2 The Role of Metacognition in Learning via Serious Games................................................................19 Douglas J. Hacker, University of Utah, USA This chapter focuses on three recommendations from the National Research Council for conducting research that may increase the impact of serious games on student achievement. At the core of these recommendations is an emphasis on the role of metacognition in learning. The first recommendation examines the player s self-awareness as a learner and how a sense of agency can be nurtured by serious games to promote self-regulated learning. The second examines the mediating processes within the individual that influence learning with games. This section describes embodied cognition, which examines the interactions among body, mind, and game environment that can lead to learning. The third examines the problem of transfer of learning. This section offers suggestions on how transfer from gaming contexts to academic contexts can be facilitated. The chapter concludes with an examination of whether research in response to these recommendations can positively impact learning via the serious game. Chapter 3 Learning from Social Collaboration: A Paradigm Shift in Evaluating Game-Based Learning............41 Kimmo Oksanen, University of Jyvaskyld, Finland Timo Lainema, University of Turku, Finland Raija Hdmdldinen, University of Jyvaskyld, Finland This chapter focuses on the challenge of evaluating game-based learning. It argues that linking game- based learning with the characteristics of a specific game or game-produced engagement is challenging. It further proposes a framework in which the game-based learning process is approached by considering (business) simulation games as Computer-Supported Collaborative Learning (CSCL) environments and presents an approach on how learning can be approached and evaluated from this perspective. In addition, it highlights how simulation game mechanics appears to be a potential way to promote learners socio-emotional processes and give rise to social interaction and to structure collaboration among the learners in the game context. The proposed framework of this chapter takes into account both cognitive and socio-emotional perspectives of learning. The results of the chapter will present a contemporary view on the roles of sociability, collaboration and engagement in game-based learning. Chapter 4 A Framework for Promoting Knowledge Transfer in SNS Game-Based Learning..............................66 Robert Z. Zheng, University of Utah, USA Thanh N. Truong, University of Utah, USA This chapter focuses on an important issue in SNS game-based learning, that is, learners knowledge transfer in the ill-structured domain. The chapter offers a discussion of instructional strategies in SNS game-based learning. The discussion presented here was framed around an extensive review of the literature pertinent to the strategies and approaches in serious games. Based on the discussion a framework was proposed for serious game design which revealed the interaction between and interrelationship among the variables in serious game learning. A pilot study was conducted to test the partial components of the framework. The results supported the framework showing students progression in knowledge transfer in a game-based learning environment. Discussions were made regarding the implications of the framework and its application in k-16 education and professional training. Section 2 Educational Games: Cognitive and Psychological Perspectives Chapter 5 Using Video Games to Improve Spatial Skills......................................................................................93 HeeSun Choi, North Carolina State University, USA Jing Feng, North Carolina State University, USA In this chapter, we explore why and how to use video games for educational purpose to enhance spatial skills. We review the history and trends of the educational use of video games, introduce the concept of spatial skills, and present the importance of spatial skills in STEM education. We outline existing research on spatial training using video games, discuss the methodological issues in these research, and summarize speculated underlying mechanisms of spatial learning. We also discuss considerations in designing video games to maximize the training outcomes of improving spatial skills. We hope that this chapter will not only provide a comprehensive overview of our current knowledge on the importance of learning spatial skills and the potential of video games in facilitating the learning, but also inform about the effective design of video games to accelerate the acquisition of spatial skills. Chapter 6 Dino Lab: Designing and Developing an Educational Game for Critical Thinking...........................115 KirstenR. Butcher, University of Utah, USA Madlyn Runburg, Natural History Museum of Utah, USA Roger Altizer, University of Utah, USA Dino Lab is a serious game designed to explore the potential of using games in scientific domains to support critical thinking. Through collaborations with educators and scientists at the Natural History Museum of Utah (NHMU), game designers and learning scientists at the University of Utah, and Title I middle school teachers and students, the authors have developed a beta version of Dino Lab that supports critical thinking through engagement in a simulation-based game. Dino Lab is organized around four key game stages that incorporate high-level goals, domain-specific rule algorithms that govern legal plays and resulting outcomes, embedded reflection questions, and built-in motivational features. Initial play testing has shown positive results, with students highly engaged in strategic game play. Overall, results suggest that games that support critical thinking have strong potential as student-centered, authentic activities that facilitate domain-based engagement and strategic analysis. Chapter 7 Designing BioSim: Playfully Encouraging Systems Thinking in Young Children............................149 Naomi Thompson, Indiana University, USA Kylie Peppier, Indiana University, USA Joshua Danish, Indiana University, USA In this chapter, we discuss the design decisions made when creating the game mechanics and rules for BioSim, a pair of game-like participatory simulations centered around honeybees and army ants to help young children (ages kindergarten through third grade) explore complex systems concepts. We outline four important design principles that helped us align the games and simulations to the systems thinking concepts that we wanted the students to learn: (1) Choose a specific and productive focal topic; (2) Build on game mechanics typically found in children s play; (3) Purposefully constrain children s play to help them notice certain system elements; and (4) Align guiding theories to game rules, and vice versa. We then highlight how these guiding principles can be leveraged to allow young children to engage with complex systems concepts in robust ways, and consider our next steps and goals for research as we continue to iterate and build on these games. Chapter 8 A Game-Based Approach to Teaching Social Problem-Solving Skills..............................................168 Rebecca P. Ang, Nanyang Technological University, Singapore Jean Lee Tan, Ministry of Education, Singapore Dion H. Goh, Nanyang Technological University, Singapore Vivien S. Huan, Nanyang Technological University, Singapore Yoon Phaik Ooi, Nanyang Technological University, Singapore Jillian S. T. Boon, Institute of Mental Health, Singapore Daniel S. S. Fung, Institute of Mental Health, Singapore This chapter describes a game-based approach to teaching social problem solving skills. This chapter presents the background, literature review, development and evaluation of a social problem-solving game, Socialdrome, for use with primary school going children in Singapore. The game sought to intentionally teach children to identify and manage feelings, exercise self-control, solve social problems and negotiate conflict situations. This chapter has two objectives. First, we describe the design of Socialdrome, which is in alignment with instructional design and game design principles. In Study 1, we reported a formative evaluation of the game. This led to further refinements of the game. Second, we presented Study 2, an investigation of the learning outcomes and user acceptance arising from using Socialdrome. Here, a summative evaluation of the game in a formal classroom setting was reported. We concluded with directions for future work. Section 3 Educational Games: Instructional Design Perspectives Chapter 9 Design of Fantasy and Their Effect on Learning and Engagement in a Serious Game......................197 Jaejin Lee, University of Seoul, South Korea MinLiu, The University of Texas at Austin, USA Researchers are interested in exploring the use of fantasy design in educational games to promote learning. This chapter first reviewed the literature on fantasy designs and relevant principles along with the studies examining the use of fantasy designs to enhance learning. An experiment was then conducted, in which two sets of fantasy designs were implemented in a serious game, to examine the effect of different types of fantasy (portrayal fantasy vs creative fantasy designs) on learning and game engagement. The results using multiple regressions showed that portrayal fantasy design was more effective both for enhancing learning and engagement. Students who used portrayal fantasy models showed better improvement in their content knowledge and scored better on game engagement. Visualization analysis showed the portrayal fantasy group spent more time in using the tool containing all fantasy designs than the creative group. Findings and future research directions are discussed. Chapter 10 Game Design as a Complex Problem Solving Process.......................................................................217 Mete Akcaoglu, Georgia Southern University, USA Antonio P. Gutierrez, Georgia Southern University, USA Charles B. Hodges, Georgia Southern University, USA Philipp Sonnleitner, University of Luxembourg, Luxembourg Problem solving is one of the most essential skills for individuals to be successful at their daily lives and careers. When problems become complex, solving them involves identifying relationships among a multitude of interrelated variables, to achieve multiple different possible solutions. Teaching Complex Problem Solving (CPS) skills in formal education contexts is challenging. In this research, we examined if through an innovative game-design course middle school students improved in their CPS skills. Our results showed that students showed significant improvements in their CPS skills, especially in terms of system exploration, t(10) = 2.787, p = .019; systemknowledge, t(10) = 2.437, p = .35; system application, t(10) = 2.472, p = .033. In addition, there was a statistically significant change in students interest for CPS after attending the GDL program, t(6) = 3.890, p = .008. We discuss implications regarding use of game-design tasks as contexts to teach CPS skills in formal and informal educational contexts. Chapter 11 Designing Intrinsic Integration of Learning and Gaming Actions in a 3D Architecture Game...................................................................................................................................................234 Fengfeng Ke, Florida State University, USA This chapter reports a design-based study that examines core game mechanics that enable an intrinsic integration of domain-specific learning. In particular, the study aims to extract the design heuristics that promote content engagement in the actions of architectural construction in Earthquake Rebuild, a 3D epistemic simulation game that aims to promote active math learning for middle-school students. Data were collected from iterative expert reviews and user-testing studies. Based on the study findings, the chapter presents qualitative, analytic speculations on the design of the game-play mode and perspective, the granularity level, the user input interface, and incentives for attentive content engagement that will reinforce the learning affordance and playability of the core game gaming actions. Chapter 12 Designing Engaging Educational Games and Assessing Engagement in Game-Based Learning..............................................................................................................................................253 Xun Ge, University of Oklahoma, USA Dirk Ifenthaler, University of Mannheim, Germany The focus of this chapter is on designing engaging educational games for cognitive, motivational, and emotional benefits. The concept of engagement is defined and its relationship with motivation and cognition are discussed. Design issues with many educational games are examined in terms of factors influencing sustained motivation and engagement. A theoretical framework to design engaging digital games is presented, including three dimensions of engagement (i.e., behavioral, cognitive, and emotional). Later, the chapter considers how to harness the appealing power of engaging games for designing engaging educational games. Various motivational features of game design and learner experiences are considered. In conclusion, the chapter also discusses various methods to assess engagement in order to inform the design of educational games that motivate learners. Section 4 Educational Games: Teaching and Learning Perspectives Chapter 13 Augmented Reality in Informal Learning Settings: Leveraging Technology for the Love of History................................................................................................................................................272 Eric G. Poitras, University of Utah, USA Jason M. Harley, University of Alberta, Canada Timothy Compeau, Brock University, Canada Kevin Kee, University of Ottawa, Canada Susanne P. Lajoie, McGill University, Canada Cultural heritage sites and museums are faced with an important challenge - how best to balance the needs of engaging visitors in meaningful and entertaining experiences, while at the same time exploiting the affordances of exhibits for instructional purposes? In this chapter, we examine the use of augmented reality in the context of informal learning environments, and how this type of technology can be used as a means to enhance learning about history. The research case studies are reviewed in terms of the use of historical locations, experience mechanics, narrative/plot, and role-playing (the later two representing game-based elements) in the design guidelines of instructional activities and applications. In doing so, we critique the theoretical, methodological, and instructional underpinnings of studies that evaluate augmented reality applications and draw several recommendations for future research in this field. Chapter 14 Stories, Games, and Learning through Play: The Affordances of Game Narrative for Education............................................................................................................................................294 Stephen T. Slota, University of Connecticut, USA Michael F. Young, University of Connecticut, USA Stories are the mechanism through which humans construct reality and make sense of the world around them. Yet, literature on the effects of narrative in game-based and other learning environments is quite variable, and the relevance of narrative to the learning sciences is not well-researched. Identifying precisely how narrative intertwines with human experience of the lived-in world requires the application of a situated cognition framework to understand user-content-context interactions as dynamic and co-determined. This chapter uses examples drawn from a narrative-structured, game-based learning program to accomplish that goal, discussing in-context, on-the-fly dialogic interactions between narrative producers and recipients. While there is still much to learn, the leveraging of narrative to help recipients grapple with complex social, cultural, and intellectual issues may be one of the most important—and overlooked— means of inducing game-to-real world transfer. Chapter 15 Factors That Explain Adolescent and Young Adult Mobile Game Play, Part 1: A Quantitative Examination of the Characteristics Describing the Casual Player......................................................320 Boaventura DaCosta, Solers Research Group, USA Soonhwa Seok, Korea University, South Korea The first of two chapters, a study is presented that quantitatively examined the adolescent and young adult casual video game player. A total of 1,950 South Korean students self-reported their game play on mobile phones by answering a 92-item questionnaire designed to capture data on technology ownership; preference for game genre and titles; where and how often games were played; what factors influence game selection, what game features were the most desirable, the rationale behind playing games, and psychophysical changes experienced as a result of playing; as well as, spending habits with regard to game purchases. The findings supported many of the claims made about the casual player, revealing, for example, that mobile games are predominately played for short periods of time, in between activities, and as a means to combat boredom. Adding credence to the idea that mobile game play can be viewed as a casual activity. Results also revealed potentially positive benefits, to include improved mood and feelings of well-being along with better mental attention and focus. Chapter 16 Factors That Explain Adolescent and Young Adult Mobile Game Play, Part 2: A Quantitative Examination of the Casual Player in the Context of Age and Gender................................................340 Boaventura DaCosta, Solers Research Group, USA Soonhwa Seok, Korea University, South Korea The second of two chapters, a study is presented that quantitatively examined the adolescent and young adult casual video game player from the perspective of age and gender. A total of 1,950 South Korean students self-reported their game play on mobile phones by answering a 92-item questionnaire designed to capture data on technology ownership; preference for game genre and titles; where and how often games were played; what factors influence the selection of games to play, what game features were the most desirable, the rationale behind playing games, and psychophysical changes experienced as a result of playing; as well as, spending habits with regard to game purchases. The findings supported many of the age and gender suppositions made about the casual player. For example, females played mobile games as much as males, and play time was limited to 30 minute increments almost equally among age groups and gender. New discoveries were also found to include positive benefits stemming from mobile games, such as improved mood and feelings of well-being along with better mental attention and focus. Chapter 17 Level Up: Multiple Player Professional Development........................................................................366 Oliver Dreon, Millersville University, USA Greg Szczyrbak, Millersville University, USA Gamification is becoming increasingly popular in both K-12 and higher education settings. By infusing game elements into learning environments, educators believe that students will be more engaged and more motivated to learn. But what about the use of gamification to support the professional development of educators? What impact would gamification have on the participation and motivation of professors and faculty involved in an intensive professional development experience? This chapter describes the creation and implementation of Level Up, a two week long professional development game involving twenty faculty member participants. The chapter outlines the process of designing the game and the game elements used throughout its implementation. The chapter also examines some challenges the designers and participants experienced during the game implementation and provides several design considerations for professional developers who wish to gamify their faculty programs. Chapter 18 The Development of a Gamified System for Health Activism as a Graduate Student Project...........380 David Kirschner, Georgia Gwinnett College, USA This chapter presents a case of the development, implementation, and iteration of a gamified, graduate- student-driven, collaborative class project about community health activism. The project was founded on three principles: (1) people define, interpret, and modify the meanings of health and wellbeing based on past experiences and in diverse contexts; (2) both learning and iterative design are adaptations to problems; and (3) knowledge is created through the transformation of experience. Prior to the class project, the researchers designed a web-based platform for people to publicly recognize and motivate one another for being healthcaring, exhibiting positive attitudes and behaviors toward the health and wellbeing of themselves and others. This chapter shows how students, researchers, and the community refined a definition of healthcaring while trying to change people s health attitudes and behaviors through gamification. After contextualizing the project and discussing its foundations, the chapter offers a discussion on its four phases and results. Chapter 19 Game Dimensions and Pedagogical Dimension in Serious Games....................................................402 Begona Gros, University of Barcelona, Spain Designing serious games is a complex process because finding the right balance between the serious and the game dimensions is vital, as pointed out in some meta-analyses. If educational content prevails over the entertainment element, users motivation may decrease and this can have a negative impact on the effectiveness of learning. On the other hand, if entertainment predominates over content, this can also limit learning opportunities. Another major concern identified regarding the use of digital games in education is the difficulty in assessing effectiveness in achieving the learning goals. This chapter discusses and analyses different models for guiding the design cycle of serious games with the aim of supporting not only the design process but also the implementation and assessment of serious games in education. This contribution emphasises the importance of in-game assessment and the need for further research on adaptive serious games. Compilation of References...............................................................................................................418 About the Contributors....................................................................................................................482 Index...................................................................................................................................................492
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indexdate 2024-12-24T05:54:42Z
institution BVB
isbn 9781522505143
language English
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physical 1 Online-Ressource (xxvii, 495 Seiten)
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series2 Advances in game-based learning (AGBL) book series
spellingShingle Handbook of research on serious games for educational applications
title Handbook of research on serious games for educational applications
title_alt Serious games for educational applications
title_auth Handbook of research on serious games for educational applications
title_exact_search Handbook of research on serious games for educational applications
title_full Handbook of research on serious games for educational applications Robert Zheng (The University of Utah, USA), Michael K. Gardner (The University of Utah, USA)
title_fullStr Handbook of research on serious games for educational applications Robert Zheng (The University of Utah, USA), Michael K. Gardner (The University of Utah, USA)
title_full_unstemmed Handbook of research on serious games for educational applications Robert Zheng (The University of Utah, USA), Michael K. Gardner (The University of Utah, USA)
title_short Handbook of research on serious games for educational applications
title_sort handbook of research on serious games for educational applications
url http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-0513-6
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