‘Medical Knowledge Forum’: competitive, educational, game‐based learning

2019 ◽  
Vol 53 (11) ◽  
pp. 1151-1152
Author(s):  
Wen‐Cheng Huang ◽  
Fat‐Moon Suk ◽  
Che‐Wei Lin ◽  
Chung‐Yi Cheng
Author(s):  
Zi-Yu Liu ◽  
Zaffar Ahmed Shaikh ◽  
Farida Gazizova

A modern school deals with a generation of students who were born and grown up in a digital environment and require other teaching methods. Changes in the technological and social conditions of modern society need new professional skills, which are often called “21st century skills”. These skills should be devel-oped starting from the primary school, as they are psychological and behavioural, rather than practical. Game-based learning and gamification are effective means of such skills development. The use of video games in teaching practice is studied multifaceted, along with formats and requirements of educational game, methods for effectiveness assessment, and the effect of games on students. The controver-sial nature of game-based learning effect on students require deeper research, as the increase in motivation and learning efficiency cannot be disputed, as well as the negative impact of a long gaming on cognitive abilities, emotional state and social skills of students. The study tested both an increase in the motivation and attraction of school students for the learning process, and the impact on the prac-tical results of information assimilation. There was conducted a survey on the re-sults of the application of game training to determine the motivation and attraction of students. Likewise, we counted time, spent by the study and control group, for mastering the main educational material and the post-class study of game content and the educational material it presents. A comparative test was conducted on the results of educational material comprehension to determine the effectiveness of the methodology in mastering knowledge. The group, with game-based learning and gamification applied, showed an increase in motivation and attraction to learning, students paid additional efforts for assimilating the material studied, and also showed significantly higher learning outcomes compared to the control group.


2021 ◽  
Author(s):  
Todorka Terzieva

This article presents the results of a study on the possibilities of computer educational games for the development of various cognitive skills for learners. The advantages they offer in the learning process are highlighted. Special emphasis is placed on the relationship between game-based learning and mental development of learners. Examples of game-based learning from leading educational institutions at different stages of the educational process are given. A prototype of an educational game with several interactive puzzles is presented. They are designed to teach students in mathematics and philology (learning a foreign language). The developed prototypes can be used to acquire new knowledge or to assess the acquisition of knowledge and skills in various subject areas.


Author(s):  
Stephen Tang ◽  
Martin Hanneghan

Play has been an informal approach to teach young ones the skills of survival for centuries. With advancements in computing technology, many researchers believe that computer games1 can be used as a viable teaching and learning tool to enhance a student’s learning. It is important that the educational content of these games is well designed with meaningful game-play based on pedagogically sound theories to ensure constructive learning. This chapter features theoretical aspects of game design from a pedagogical perspective. It serves as a useful guide for educational game designers to design better educational games for use in game-based learning. The chapter provides a brief overview of educational games and game-based learning before highlighting theories of learning that are relevant to educational games. Selected theories of learning are then integrated into conventional game design practices to produce a set of guidelines for educational games design.


Gamification ◽  
2015 ◽  
pp. 576-594 ◽  
Author(s):  
Stephen Tang ◽  
Martin Hanneghan

Play has been an informal approach to teach young ones the skills of survival for centuries. With advancements in computing technology, many researchers believe that computer games1 can be used as a viable teaching and learning tool to enhance a student's learning. It is important that the educational content of these games is well designed with meaningful game-play based on pedagogically sound theories to ensure constructive learning. This chapter features theoretical aspects of game design from a pedagogical perspective. It serves as a useful guide for educational game designers to design better educational games for use in game-based learning. The chapter provides a brief overview of educational games and game-based learning before highlighting theories of learning that are relevant to educational games. Selected theories of learning are then integrated into conventional game design practices to produce a set of guidelines for educational games design.


2015 ◽  
Vol 2015 ◽  
pp. 1-11 ◽  
Author(s):  
Yen-Ru Shi ◽  
Ju-Ling Shih

How to design useful digital game-based learning is a topic worthy of discussion. Past research focused on specific game genres design, but it is difficult to use when the target game genre differs from the default genres used in the research. This study presents macrodesign concepts that elucidates 11 crucial game-design factors, including game goals, game mechanism, game fantasy, game value, interaction, freedom, narrative, sensation, challenges, sociality, and mystery. We clearly define each factor and analyze the relationships among the 11 factors to construct a game-based learning design model. Two application examples are analyzed to verify the usability of the model and the performance of these factors. It can assist educational game designers in developing interesting games.


Author(s):  
Luka Petrović ◽  
Ivan Jezdović ◽  
Danijela Stojanović ◽  
Zorica Bogdanović ◽  
Marijana Despotović-Zrakić

Internet of Things (IoT) in combination with game based learning offers new possibilities to improve teaching and learning. Thispaper presents an example of using the IoT in education through the creation of an educational interactive game. An educational gamebased on the IoT has been developed. The developed system aims to motivate students to acquire and enhance knowledge in the field of IoT.The system is composed of a mobile application that serves as a controller for students, an administrative tool in the form of a webapplication used by the teachers, a set of assignments implemented within a smart educational environment, and a collection of web servicesused for integration of software components. The system is integrated with Moodle learning management system. The evaluation has beenconducted at the Faculty of organizational sciences, University of Belgrade, during the Summer school in Internet of Things. A group ofseven students played the game, solved the knowledge test, and gave their opinions on usefulness, ease of use, ease of learning andsatisfaction with the developed system. Results show that the game has a positive effect on students’ knowledge and attitudes, and thereforeis suitable for application within a blended learning environment.


Author(s):  
Kristian Kiili ◽  
Harri Ketamo ◽  
Michael D. Kickmeier-Rust

The challenge of educational game design is to develop solutions that please as many players as possible, but are still educationally effective. How learning happens in games is methodologically very challenging to point out and thus it is usually avoided. In this paper we tackle this challenge with eye tracking method. The aim of this research is to study the meaning of cognitive feedback in educational games and evaluate the usefulness of eye tracking method in game based learning research and game design. Based on perceptual data we evaluated the playing behavior of 43 Finnish and Austrian children aged from 7 to 16. Four different games were used as test-beds. The results indicated that players’ perception patterns varied a lot and some players even missed relevant information during playing. The results showed that extraneous elements should be eliminated from the game world in order to avoid incidental processing in crucial moments. Animated content easily grasps player’s attention, which may disturb learning activities. Especially low performers and inattentive players have difficulties in distinguishing important and irrelevant content and tend to stick to salient elements no matter of their importance for a task. However, it is not reasonable to exclude all extraneous elements because it decreases engagement and immersion. Thus, balancing of extraneous and crucial elements is essential. Overall, the results showed that eye tracking can provide important information from game based learning process and game designs. However, we have to be careful when interpreting the perceptual data, because we cannot be sure if the player understands everything that he or she is paying attention to. Thus, eye tracking should be complemented with offline methods like retrospective interview that was successfully used in this research.


2020 ◽  
Vol 4 (4) ◽  
pp. 30
Author(s):  
Irene Vargianniti ◽  
Kostas Karpouzis

The goal of this paper is to utilize available big and open data sets to create content for a board and a digital game and implement an educational environment to improve students’ familiarity with concepts and relations in the data and, in the process, academic performance and engagement. To this end, we used Wikipedia data to generate content for a Monopoly clone called Geopoly and designed a game-based learning experiment. Our research examines whether this game had any impact on the students’ performance, which is related to identifying implied ranking and grouping mechanisms in the game, whether performance is correlated with interest and whether performance differs across genders. Student performance and knowledge about the relationships contained in the data improved significantly after playing the game, while the positive correlation between student interest and performance illustrated the relationship between them. This was also verified by a digital version of the game, evaluated by the students during the COVID-19 pandemic; initial results revealed that students found the game more attractive and rewarding than a traditional geography lesson.


2017 ◽  
Vol 7 (4) ◽  
pp. 73-85 ◽  
Author(s):  
Yun-Jo An ◽  
Li Cao

In order to better understand teachers' perspectives on the design and development of digital game-based learning environments, this study examined the characteristics of digital learning games designed by teachers. In addition, this study explored how game design and peer critique activities influenced their perceptions of digital game-based learning environments and learning through game design. Qualitative data were collected from fifty game design documents and participant responses to reflection questions. The analysis of game design documents showed that the majority of the participants designed immersive game-based learning environments where players are required to use higher order thinking and real-world skills as well as academic content to complete missions or solve problems. The results of this study provide important implications for teacher professional development as well as for educational game development.


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