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Showing posts with the label game-based learning

Bour (2015) Players’ perspectives on the positive impact of video games: A qualitative content analysis of online forum discussions

Thesis/Purpose: Bour explores how some existing game developers claim that the full extent of potential that can be made out of video games has not been touched on, players are already presenting evidence of significant impact and daily effects in their lives due to video games; therefore, video games contribute to the “social institutionalization (Stöber, 2004: 484–485) of gaming.” Sometimes it can become evident that a game is seen as “a site of struggle (McAllister, 2004).” To build on the matter further, media scholars should separate themselves from the norm and take on a different perspective where they can better understand rhetorical positions in a game. Methods: The study was conducted by looking at games that were on forums that were ranked the most popular using Alexa.com. Each individual forum was scanned using Google search. Google search was used by typing in a variety of keywords that had any sort of connection towards the impact of video games. The very first 100 words...

Backlund, P., & Hendrix, M. (2013). Educational games - Are they worth the effort? A literature survey of the effectiveness of serious games.

Backlund, P., & Hendrix, M. (2013). Educational games - Are they worth the effort? A literature survey of the effectiveness of serious games. 2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES). https://search-proquest-com.unco.idm.oclc.org/docview/304838683?accountid=12832 doi:10.1109/vs-games.2013.6624226 This article discusses the educational effectiveness of game based education, as well as what methods need to go into development of educational and serious games. It defines the differences between Serious games and edutaining games, as well as which aspects of education lend themselves best to game-based learning, such as Mathematics and language learning. This paper is focused on educational games, and was carried out using the frame established by the EduGameLab. The study was limited to games used in formal school settings, and only includes papers  published in scientific journals. Their survey of the research covered...

Ertzberger, J. (2008). An exploration of factors affecting teachers' use of video games as instructional tools

Ertzberger, J. (2008). An exploration of factors affecting teachers' use of video games as instructional tools (Order No. 3311370). Available from Education Database. (304838683). Retrieved from https://unco.idm.oclc.org/login?url=https://search.proquest.com/docview/304838683?accountid=12832 This study discusses implementing video games into a classroom setting, including the possible deterrents, such as cost, lack of relevance to the curriculum, and set up/maintenance time. It describes the innovations made by video games in education and in general, as well as why and how games improve student engagement with the materials being taught. This study used surveys and research synthesis to determine the data it utilized in its findings. The study dealt only with video games, not board games, and was confined to video game use by K-12 educators in North Carolina It discusses why kids find school so unappealing, as well as why video games can make learning more appealing. It a...

Koptur, Evren. Transferable Learning Skills of an MMORPG: A World of Warcraft Quest

Koptur, Evren. Transferable Learning Skills of an MMORPG: A World of Warcraft Quest, ProQuest Dissertations Publishing, 2016. https://etd.ohiolink.edu/pg_10?0::NO:10:P10_ACCESSION_NUM:kent1459175932 The basis of this study was focused entirely on the MMORPG World of Warcraft, and the “potential of transferable learning skills gained or improved by playing WoW to real life” (p. ii). This study was focused on “four different learning categories: experiential learning, collaborative learning, leadership, and autonomous learning respectively through playing WoW” (p. ii). Results of this study indicate that these four categories of learning do occur in the game, and participants “perceived [these skills/learning] to be transferable to real life in varying degrees” (p.ii). The author notes that further research is needed in every single aspect of this project. This study got its data from 258 online survey participants. The survey was broken into the four categories mentioned above, and...

Qian and Clark. 2016. Game-based Learning and 21st century skills: A review of recent research

Qian, M., & Clark, K. R. (2016). Game-based learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63, 50-58. doi:10.1016/j.chb.2016.05.023 The purpose of this paper was to conduct a literature review of the current research of 21 studies that were focused around game-based learning and 21st century skills as the outcome. “The findings suggest that a game-based learning approach might be effective in facilitating students’ 21st century skill development.” (p. 50). This paper also has some recommendations about what future researchers, teachers, and game designers should to about implementation of games as well as educational game design. Or rather that Game-Based Learning (GBL) is dependent on game design. Specifically, game designs which feature a blending of established learning theories with game design elements proven successful in the entertainment game industry are most likely to lead to effective learning. With regard to game genres, ...