Learning Geography Through Serious Games

Author(s):  
Panagiotis Zaharias ◽  
Ioanna Chatzeparaskevaidou ◽  
Fani Karaoli

Serious games have gained momentum during last and current decade and research findings indicate they can be fertile and effective learning tools. While there are several studies dealing with 2-dimensional and 3-dimensional serious games in education, there is a dearth of relevant empirical research in formal educational settings that compares their effectiveness. In this study, two versions (2-dimensional and 3-dimensional) of a serious educational game on geography, were developed and offered in eight elementary schools. An experimental process was set up and the investigation was focused on the impact of using the two game versions, regarding motivation to learn and user experience. Both versions had a positive impact on learning, confirming thus the advantages of serious games in education. 2D version had a greater impact comparing to 3D, regarding learning, while 3D version had a greater impact on motivation to learn and user experience.

2019 ◽  
pp. 413-431
Author(s):  
Panagiotis Zaharias ◽  
Ioanna Chatzeparaskevaidou ◽  
Fani Karaoli

Serious games have gained momentum during last and current decade and research findings indicate they can be fertile and effective learning tools. While there are several studies dealing with 2-dimensional and 3-dimensional serious games in education, there is a dearth of relevant empirical research in formal educational settings that compares their effectiveness. In this study, two versions (2-dimensional and 3-dimensional) of a serious educational game on geography, were developed and offered in eight elementary schools. An experimental process was set up and the investigation was focused on the impact of using the two game versions, regarding motivation to learn and user experience. Both versions had a positive impact on learning, confirming thus the advantages of serious games in education. 2D version had a greater impact comparing to 3D, regarding learning, while 3D version had a greater impact on motivation to learn and user experience.


2021 ◽  
Author(s):  
Dominique Jaccard ◽  
Laurent Suppan ◽  
Félicia Bielser

BACKGROUND Multidisciplinary collaboration is essential to the successful development of serious games, albeit difficult to achieve. The co.LAB serious game design framework was created to support collaboration within serious game multidisciplinary design teams. Its use has not yet been validated in a naturalistic context. OBJECTIVE The objective of this study was to perform a first assessment of the impact of the co.LAB framework on collaboration within multidisciplinary teams during serious game design and development. METHODS This was a mixed-methods study based on two serious game design projects in which the co.LAB framework was used. The first phase was qualitative and carried out using a general inductive approach. To this end, all members of the first serious game project team who used the co.LAB framework were invited to take part in a focus group session (N=6). Results inferred from qualitative data were then used to define a quantitative instrument (questionnaire) which was designed according to the Checklist for Reporting Results of Internet E-Surveys. Members of both project teams (N=11) were then asked to answer the questionnaire. Quantitative results were reported as median [Q1;Q3] and appropriate non-parametric tests used to assess for between group differences. Finally, results gathered through the qualitative and quantitative phases were integrated. RESULTS In both phases, the participation rate was 100%. Verbatim transcripts were classified into 4 high level themes: influence on collaborative dimensions; impact on project course, monitoring and efficiency; qualitative perceptions of the framework; and influence of team composition on the use of the framework. Accordingly, the web-based questionnaire was then developed according to Burhardt's seven dimensions of collaboration. In both projects, the co.LAB framework had a positive impact on most dimensions of collaboration during the multidisciplinary design and development of serious games. When all collaborative dimensions were aggregated, the overall impact of the framework was rated on a scale from "-42" to "+42" (very negative to very positive). The overall score was 23 [20;27], with no significant difference between groups (P=.58). Most respondents also believed that all serious game design teams should include a member possessing a significant expertise in serious game design frameworks to guide the development process. CONCLUSIONS The co.LAB framework has a positive impact on collaboration within serious game development teams. However, expert guidance seems necessary to maximize development efficiency. Whether such guidance can be provided by means of a collaborative web platform remains to be determined.


2020 ◽  
Author(s):  
Carl Watson ◽  
Paulius Tvaranavicius ◽  
Rehan Kaleem

<p>More and more research data, models and software are being made accessible. This should, in principle, be of real value to the scientific community as well as decision makers, industry and wider society.</p><p>However, too often the data is not particularly easy to <strong>F</strong>ind, users can be left confused about terms, conditions and licences, therefore limiting <strong>A</strong>ccess. If a user actually manages to identify usable data that is <strong>I</strong>nteroperable with other relevant datasets and services they too often report that the process is not as easy they would like it to be. All of this results in valuable, accessible data remaining unused never mind <strong>R</strong>e-used.</p><p>Taking inspiration from the product design industries and applying the techniques of Service Design and User eXperience (UX) to develop user centric solutions would result in more intuitive, user relevant services that maximise the impact of making data and tools Open and FAIR.</p><p>This talk will present three use cases:</p><ol><li>UK Geoenergy Observatories: a complex and challenging programme of work to develop the digital infrastructure necessary to open up all research findings from two new Geoenergy testbeds in the UK.</li> <li>CAMELLIA rain garden calculator: a community engagement and co-design project in which rapid software prototyping led to local residents of a South London housing estate being able to co-design a new green space with environmental scientists and funding bodies.</li> <li>Geospatial Commission - Data Discoverability project: an evaluation of the current geospatial data portal landscape, involving user research and a UX evaluation of exiting portals. Resulting in a report on future improvements to geospatial data portals being submitted to the UK Government Cabinet Office.</li> </ol><p>This user centric, design led approach has provided developers with greater clarity on user requirements, resulting in more iterative and rapid deployments of digital services. End users, such as scientists, project managers and other stakeholders, reported a greater sense of ownership and investment in projects in which they are were throughout the research, design and development process.  </p><p> </p>


2019 ◽  
Author(s):  
Ricky Leung

UNSTRUCTURED JMIR has attained remarkable achievements in the past twenty years. By depth, JMIR has published the most impactful research in medical informatics and is top ranked in the field. By width, JMIR has spun off to about thirty sister journals to cover topics such as serious games, mobile health, public health, surveillance, and other medical areas. With ever-increasing data and research findings, academic publishers need to be competitive to win readers’ attention. While JMIR is well-positioned in the field, the journal will need more creative strategies to increase its attention base and maintain its leading position. Viable strategies include the creation of online collaborative spaces, the engagement of more diverse audience from less traditional channels, and partnerships with other publishers and academic institutes. Doing so could also enable JMIR researchers to turn research insights into practical strategies to improve personal health and medical services.


Author(s):  
Jitendra Prasad Upadhyay ◽  
◽  
Pitri Raj Adhikari ◽  

Background: Educational institutions set up a reward management system with the hope that it makes the employees perform their activities to the satisfaction of all concerned stakeholders. However, there are many contradictions and complaints about the performance of employees in colleges, compelling the undertaking the studies. Objectives: This study aims to examine the impact of reward management strategies on employee satisfaction in colleges of Kathmandu valley. Methods: This paper uses a questionnaire survey method of 300 respondentsof different 30 colleges/campuses of Kathmandu valley and descriptive statistics and multiple regression models are used to analyze the data. Results: The beta coefficients are positive and significant for promotion, compensation, recognition, learning opportunities, and career development opportunity with employee satisfaction which indicates these variables have a positive impact on employee satisfaction. Conclusion: It is found that reward management is positively related to employee satisfaction and it is a powerful motivational factor that leads to job satisfaction. Implications: College management including universities may focus on identifying better reward management strategies to motivate the employees to enhance better productivity.


Author(s):  
Weihang Zhu ◽  
Kendrick Aung ◽  
Bhavan Parikh ◽  
Jiang Zhou ◽  
Malur Srinivasan ◽  
...  

This paper presents our recent investigation on the impact of 3D haptic-augmented learning tools on Dynamics, which is a basic course in most of the engineering education program. Dynamics is considered to be one of the most difficult and non-intuitive courses that engineering students encounter during their undergraduate study because the course combines basic Newtonian physics and various mathematical concepts such as vector algebra, geometry, trigonometry, and calculus and these were applied to dynamical systems. Recent advances in Virtual Reality and robotics enable the human tactual system to be stimulated in a controlled manner through 3-dimensional (3D) force feedback devices, a.k.a. haptic interfaces. In this study, 3D haptic-augmented learning tools are created and used to complement the course materials in Dynamics course. Experiments are conducted with a group of Mechanical Engineering students in the Dynamics class. The assessment result shows that the innovative learning tools: 1) allow the students to interact with virtual objects with force feedback and better understand the abstract concepts by investigating the dynamics responses; 2) stimulate the students’ learning interests in understanding the fundamental physics theories.


Foods ◽  
2020 ◽  
Vol 9 (5) ◽  
pp. 650 ◽  
Author(s):  
Diana Ismael ◽  
Angelika Ploeger

This paper applied a self-administered survey to investigate the impact of organic food behavior and the intention-behavior gap in organic food consumption (OIBG) on consumers’ subjective wellbeing including physical, emotional, social and intellectual dimensions. The survey was carried out with 385 consumers. Furthermore, the study conducted a food test to explore the different impacts of organic and conventional food samples on the mental and physical conditions of consumers’ wellbeing applying a psychological questionnaire. The food test took place in a sensory lab with a panel of 63 untrained German consumers. The research findings demonstrated a positive impact of the organic food consumption on consumers’ subjective wellbeing, while no negative impact of OIBG has been perceived. Moreover, during the food test, consumers distinguished no differences between the impact of organic and conventional stimuli on their mental and physical status. Understanding how consumers perceive the impact of organic food consumption on their wellbeing is one important aspect. However, in the interest of narrowing the OIBG, it is more important to understand how consumers perceive the impact of this gap on their daily-life wellbeing.


Author(s):  
H Muhsin

This study aims to describe the impact of implementing the Sustainable Workshop on increasing teachers' performance in developing learning tools. This study used a supervision-based action research (SbAR) consisting of three cycles to facilitate the implementation of a Sustainable Workshop. The workshop program was attended by 36 teachers from 10 elementary schools in the Central Lombok District Education Office. The data was collected using performance assessment and analyzed based on the percentage scores of teacher's performance in developing learning tools. The results showed that the percentage of completeness in each cycle was obtained 30, 56% in cycle I, 83, 33% for cycle II, and 100% in cycle III. This research concludes that a sustainable workshop has a positive impact in strengthening teachers' understanding in developing learning tools.


2021 ◽  
Vol 1 (2) ◽  
pp. 52-56
Author(s):  
Jitendra Prasad Upadhyay ◽  
Pitri Raj , Adhikari

Background: Educational institutions set up a reward management system with the hope that it makes the employees perform their activities to the satisfaction of all concerned stakeholders. However, there are many contradictions and complaints about the performance of employees in colleges, compelling the undertaking the studies. Objectives: This study aims to examine the impact of reward management strategies on employee satisfaction in colleges of Kathmandu valley. Methods: This paper uses a questionnaire survey method of 300 respondents of different 30 colleges/campuses of Kathmandu valley and descriptive statistics and multiple regression models are used to analyze the data. Results: The beta coefficients are positive and significant for promotion, compensation, recognition, learning opportunities, and career development opportunity with employee satisfaction which indicates these variables have a positive impact on employee satisfaction. Conclusion: It is found that reward management is positively related to employee satisfaction and it is a powerful motivational factor that leads to job satisfaction. Implications: College management including universities may focus on identifying better reward management strategies to motivate the employees to enhance better productivity.


2021 ◽  
Author(s):  
Mounyah Waiel Al-Nuaimi ◽  
Ranin Abidi ◽  
Banan Mukhalalati ◽  
Alla El-Awaisi ◽  
Ahmed Awaisu ◽  
...  

Introduction: The level of alumni’s job satisfaction and preparedness has been found to affect the impact in the workplace. Little is known about alumni’s employment experience in Qatar. Objective: The aim of this study is to explore the employment preparedness, job satisfaction and impact in the workplace of College of pharmacy graduates in Qatar. Methods: A sequential exploratory mixed methods study was conducted. For the qualitative phase, data were collected by focus groups and were analyzed thematically. Quantitative data collection involved administration of a validated questionnaire. Results: Research findings suggested that college of Pharmacy (CPH) alumni were mostly well prepared in terms of knowledge and skills. They were mostly satisfied about the curriculum and the experiential learning experience. The participants were challenged by the lack of deep knowledge and skills needed for their area of expertise. COVID-19 pandemic was associated with increased workload and stress. Being a Qatar University graduate facilitated the recruitment process. Lastly, a positive impact in the workplace was reported through implementation of NAPRA competencies and AFPC learning outcomes. Conclusion: This study will facilitate the understanding of factors that affect the preparedness, job satisfaction of CPH alumni and their impact in the workplace, which will ultimately enhance the learning experience in CPH.


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