The Effect of Games and Simulations on Higher Education: a Systematic Literature Review Dimitrios Vlachopoulos1* and Agoritsa Makri2
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Instructional Techniques to Facilitate Learning and Motivation of Serious Games
Advances in Game-Based Learning Oostendorp · van Wouters Advances in Game-Based Learning Pieter Wouters · Herre van Oostendorp Editors Instructional Techniques to Facilitate Learning and Motivation of Serious Games The book introduces techniques to improve the effectiveness of serious games in relation to cognition and motivation. These techniques include ways to improve motivation, collaboration, reflection, and the integration of gameplay into various contexts. The contributing authors expand upon this broad range of techniques, show recent empirical research on each of these techniques that discuss their promise and Eds. Pieter Wouters effectiveness, then present general implications or guidelines that the techniques bring forth. They then suggest how serious games can be improved by implementing the Herre van Oostendorp Editors respective technique into a particular game. Instructional 1 Learning and Motivation of Serious Games and Motivation Learning Facilitate to Techniques Instructional Techniques to Facilitate Learning and Motivation of Serious Games Education ISBN 978-3-319-39296-7 9 783319 392967 Advances in Game-Based Learning Series editor: Dirk Ifenthaler Scott JosephWarren Deniz Eseryel More information about this series at http://www.springer.com/series/13094 Pieter Wouters • Herre van Oostendorp Editors Instructional Techniques to Facilitate Learning and Motivation of Serious Games Editors Pieter Wouters Herre van Oostendorp Utrecht University Utrecht University Utretcht , The Netherlands Utrecht , The Netherlands Advances -
Roadmap on Serious Games in Companies On
Roadmap on Serious Games in Companies Version -1.0_10/09/2014 Page 1 of 33 Table of Contents 1 INTRODUCTION ............................................................................................................................................3 1.1 Corporate SGs SoA overview................................................................................................................4 1.2 Basic classification of corporate SGs ....................................................................................................6 1.3 Game type/technology:........................................................................................................................7 2 SGs in companies – Roadmap Topics ...........................................................................................................8 2.1 Topic 1: Corporate SG Applications......................................................................................................9 2.1.1 State of the Art ...........................................................................................................................9 2.1.2 Vision and Gap ......................................................................................................................... 11 2.1.3 Research Challenges ................................................................................................................ 12 2.2 Topic 2: Evidence of SG Outcomes in Companies ............................................................................. 14 2.2.1 State of the Art -
Review Article an Overview of Serious Games
Hindawi Publishing Corporation International Journal of Computer Games Technology Volume 2014, Article ID 358152, 15 pages http://dx.doi.org/10.1155/2014/358152 Review Article An Overview of Serious Games Fedwa Laamarti,1 Mohamad Eid,2 and Abdulmotaleb El Saddik1,2 1 Multimedia Communications Research Laboratory, School of Electrical Engineering and Computer Science, University of Ottawa, 800 King Edward Avenue, Ottawa, ON, Canada K1N 6N5 2 Division of Engineering, New York University Abu Dhabi, Abu Dhabi, P.O. Box 129188, Abu Dhabi, UAE Correspondence should be addressed to Abdulmotaleb El Saddik; [email protected] Received 12 May 2014; Revised 10 September 2014; Accepted 16 September 2014; Published 15 October 2014 Academic Editor: Daniel Thalmann Copyright © 2014 Fedwa Laamarti et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. Serious games are growing rapidly as a gaming industry as well as a field of academic research. There are many surveys in thefield of digital serious games; however, most surveys are specific to a particular area such as education or health. So far, there has been little work done to survey digital serious games in general, which is the main goal of this paper. Hence, we discuss relevant work on serious games in different application areas including education, well-being, advertisement, cultural heritage, interpersonal communication, and health care. We also propose a taxonomy for digital serious games, and we suggest a classification of reviewed serious games applications from the literature against the defined taxonomy. -
Review Article an Overview of Serious Games
Hindawi Publishing Corporation International Journal of Computer Games Technology Volume 2014, Article ID 358152, 15 pages http://dx.doi.org/10.1155/2014/358152 Review Article An Overview of Serious Games Fedwa Laamarti,1 Mohamad Eid,2 and Abdulmotaleb El Saddik1,2 1 Multimedia Communications Research Laboratory, School of Electrical Engineering and Computer Science, University of Ottawa, 800 King Edward Avenue, Ottawa, ON, Canada K1N 6N5 2 Division of Engineering, New York University Abu Dhabi, Abu Dhabi, P.O. Box 129188, Abu Dhabi, UAE Correspondence should be addressed to Abdulmotaleb El Saddik; [email protected] Received 12 May 2014; Revised 10 September 2014; Accepted 16 September 2014; Published 15 October 2014 Academic Editor: Daniel Thalmann Copyright © 2014 Fedwa Laamarti et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. Serious games are growing rapidly as a gaming industry as well as a field of academic research. There are many surveys in thefield of digital serious games; however, most surveys are specific to a particular area such as education or health. So far, there has been little work done to survey digital serious games in general, which is the main goal of this paper. Hence, we discuss relevant work on serious games in different application areas including education, well-being, advertisement, cultural heritage, interpersonal communication, and health care. We also propose a taxonomy for digital serious games, and we suggest a classification of reviewed serious games applications from the literature against the defined taxonomy. -
Challenges of Business Simulation Games — a New Approach of Teaching Business
Chapter 10 Challenges of Business Simulation Games — A New Approach of Teaching Business Andrej Jerman Blažič and Franc Novak Additional information is available at the end of the chapter http://dx.doi.org/10.5772/61242 Abstract Serious games are part of the new emerging world of education environment that is based on sophisticated technology with elements of entertainment. They have been seen as good supplements for supporting the learning processes due to their capability to in‐ crease visualisations and challenge the student creativity. They have the potential to sig‐ nificantly improve training and education activities and initiatives. As a part of serious computer games, business simulation games support training and learning focused on the management of economic processes. They have been proven to be useful in empower‐ ing and mediating learning business content. This chapter addresses the simulation busi‐ ness games used in the educational process by analysing selected popular games regarding their properties that are considered as important in the learning process. The first part presents a short introduction in the field of business games and the approach used in selection of the studied games. The next part provides a review of related articles and brief overview of the state of the art that has guided the selection of business simula‐ tion games to be analysed and assessed. The game parameters used in the assessment have been defined and described. The analysis and the assessment report are followed with brief concluding remarks. Keywords: Serious Games, Business Simulation Games, E-Learning, Problem-Based Learning, Education 1. Introduction Digital games have the potential to change the landscape of education as we know it. -
PDF of Program
Contents Welcome from AECT 2 Convention-at-a-Glance 4 Hotel Map 6 Keynote Speakers 7 Presidential & Special Sessions 8 Breakfast With Champions 13 University Reception Participants 14 General Convention Information 16 AECT Educational Partners Contact Information 19 Planning Committee and Volunteers 20 Faculty/Student Mentor Program 21 Meet the 2011 Interns 22 Attractions and Local Restaurants 23 AECT Board of Directors 26 ECT Foundation Board of Directors 28 AECT, ECT Foundation, & Division Awards 29 Division Program Highlights 32 Participating Organizations 40 Graduate Student Association Activities 42 SICET Sessions & Events 44 KSET Sessions & Events 46 ISMF Sessions & Events 47 All Workshops & Study Tour 48 Governance Meetings 52 Schedule by Day: Tuesday, Nov 8 54 Schedule by Day: Wednesday, Nov 9 56 Schedule by Day: Thursday, Nov 10 72 The Association for Educational Schedule by Day: Friday, Nov 11 114 Communications and Technology Schedule by Day: Saturday, Nov 12 162 1800 N. Stonelake Drive, Suite 2 Research Symposium 2012 Call for Proposals 170 P.O. Box 2447 Distance Learning Division 2012 Awards 171 Bloomington, IN 47404-2447 PacifiCorp 2012 Problem Statement 172 2012 Call for Proposals 174 Toll Free: 877-677-2328 Divisional and Affiliate Session Index 178 Local: 812-335-7675 Presenters Index 194 Fax: 812-335-7678 E-mail: [email protected] Web Site: aect.org Jacksonville, Florida AECT • Leadership and Technology • 2011 1 Welcome to the 2011 AECT Convention! This year’s theme is Celebrate 3.0: Design.Learn.Community. The rapid evolution of Web 2.0 technologies, with the newly emerging Web 3.0, continues to impact each of us. -
The Use of Serious Games in the Corporate Sector
The Use of Serious Games in the Corporate Sector A State of the Art Report Author: Lynda Donovan, Pedagogical Lead December 2012 In Confidence. For Internal Use Only. Copyright © Copyright Learnovate Centre 2012. All rights reserved. No part of this document protected by this copyright may be reproduced or utilised in any form, or by any means electronic or mechanical, (including photocopying, recording, or by any information storage and retrieval system) without prior written permission. Page | 1 Table of Contents Table of Figures ...................................................................................................................................... 4 1 Executive Summary .................................................................................................................... 5 2 Introduction .................................................................................................................................. 7 3 The Pedagogy of Games-based Learning .................................................................................. 8 3.1 Motivation and Engagement ................................................................................................... 8 3.2 Constructivism ......................................................................................................................... 9 3.3 Cognitive Apprenticeship ...................................................................................................... 10 3.4 Experiential Learning ........................................................................................................... -
The Development and Improvement of Instructions
THE IMPACT OF VIRTUAL REALITY-BASED LEARNING ENVIRONMENT DESIGN FEATURES ON STUDENTS’ ACADEMIC ACHIEVEMENTS A Dissertation by ZAHIRA HUSSEINALI MERCHANT Submitted to the Office of Graduate Studies of Texas A&M University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY Approved by: Chair of Committee, Ernest Goetz Committee Members, Wendy Keeney-Kennicutt Oi-man Kwok Lauren Cifuentes Trina. J. Davis Head of Department, Victor Willson December 2012 Major Subject: Educational Technology Copyright 2012 Zahira Husseinali Merchant ABSTRACT Virtual reality-based instruction such as virtual worlds, games, and simulations are becoming very popular in K-12 and higher education. Three manuscripts that report the results of investigations of these increasingly prevalent instructional media were developed for this dissertation. The purpose of the first study, a meta-analysis, was to analyze the instructional effectiveness of virtual reality-based instruction when compared to the traditional methods of instruction. In addition, this study also explored selected instructional design features of the virtual learning environment that moderated the relationship between instructional method and the academic achievements. Analyses of 63 experimental or quasi-experimental studies that studied learning outcomes of virtual reality-based instruction in K-12 or higher education settings yielded a mean effect size of g = 0.47 (SE = 0.02) suggesting that virtual reality-based instruction is an effective medium of delivering instruction. Further analyses examined factors that influence its effectiveness. The purpose of the second study was to examine a model of the impact of a 3-D desktop virtual reality environment on the learner characteristics (i.e. -
Spationomy Simulation Game—Playful Learning in Spatial Economy Higher Education
International Journal of Geo-Information Article Spationomy Simulation Game—Playful Learning in Spatial Economy Higher Education Vít Pászto 1,2,* , Jiˇrí Pánek 3 , René Glas 4 and Jasper van Vught 4 1 Department of Geoinformatics, Palacký University Olomouc, 17. listopadu 50, 77146 Olomouc, Czech Republic 2 Department of Informatics and Applied Mathematics, Moravian Business College Olomouc, tˇr.Kosmonaut ˚u1, 77900 Olomouc, Czech Republic 3 Department of Development and Environmental Studies, Palacký University Olomouc, 77146 Olomouc, Czech Republic; [email protected] 4 Department of Media and Culture Studies, Utrecht University, Muntstraat 2-2A, 3512 EV Utrecht, The Netherlands; [email protected] (R.G.); [email protected] (J.v.V.) * Correspondence: [email protected] Abstract: Simulation games, as a method of playful learning, have been used for more than 70 years in various disciplines with the economy as a leading application field. Their development has been tied with advances in computer science, and nowadays, hundreds of simulation games exist. However, simulation games are not just useful for encouraging disciplinary knowledge production; they also promise to be effective tools for interdisciplinary collaboration. To further explore these promises, we report on the design and playing of a simulation game on the boundary of geoinformatics and business and economics; an interdisciplinary field we have termed Spationomy. Within this game, students from different disciplinary (and cultural) backgrounds applied their knowledge and skills to tackle interdisciplinary problems. In this paper, we also analyze students’ feedback on the game Citation: Pászto, V.; Pánek, J.; Glas, to complement this aspect. The main goal is to discuss the design process that went into creating R.; van Vught, J. -
Game Dev Tycoon Large Games Guide
Game Dev Tycoon Large Games Guide Impudent Sebastiano electrolyse her bearableness so grimly that Homer maculate very altogether. Collative Byron unhumanized snootily. Burton remains ecstatic after Ignacio water genuinely or anneal any biomes. Start your next game game dev tycoon games guide, the persistent data is Dotlan EVE Maps Sov Map. Yes you did praise an updated guide. More mods Explore all mods. Agf runs the game dev blog. Arbordale Zoo is tall large AZA accredited zoological park located close community the Great Smokey Mountains in North Carolina. She decided to second at the Ark Encounter because it wanted money first gospel to be meaningful and to thread a difference. Something jarred about my whole incident. The prostitutes had only brought in lettuce entertain, not necessarily anything more, suppose the possibility and the assumption of more extensive services were there. Powered by Blogger Theme images by Michael Elkan. The gamer has unique fight with a move of survivors and myself a wall number of Zombies undead. Several other options allow right to learn abilities, specialisations or unlock special features. Game Dev Tycoon Combos Cheat List: time And Great Genre. There simply to be a homeland, something that would reach her accident law. Sneaky Sasquatch, PUBG Mobile, Brawl Stars. Seriously, Warzone Dudes, that is mad nice because, even the boots look somewhat practical. Just what he reached the sight the first lag of pain over him. Game Dev Tycoon Beginner Success Guide: Tips, Tricks And Strategy For salary Great Games. Then this game is could you. Robux for Roblox can produce you to increase your practice experience and apply more fun with playing roblox games. -
VIDEO GAMES and HISTORY LEARNING by Kattika Prapajit A
VIDEO GAMES AND HISTORY LEARNING by Kattika Prapajit A Thesis Submitted in Partial Fulfilment of the Requirements for the Degree of Master of Science in Mass Communication Middle Tennessee State University 2014 Thesis Committee: Dr. Jason B. Reineke, Chair Dr. Ken Blake Dr. Clare Bratten i ABSTRACT Research in areas such as Bandura’s social learning theory and cognitive learning, suggest that humans learn and gain knowledge in many aspects of life. This principle may be extended to the learning of historical information from playing video games. Therefore, people could tend to learn about history from playing games with historical content. To collect the useful data for future research on using video games to teach history, this research aimed to explore which genre, ESRB rating, and the type of video game platform has the most historical content. A content analysis was done to analyze the data collected from the top 10 video games of all time from each genre listed in three video game websites, namely: www.ign.com,www.gamefaqs.com, and www.gametrailers.com in October 2013. The result of the study showed that the sports video game genre had the most historical content. The ESRB rating that had the most historical content was E for Everyone. Finally, games on the computer platform had the most historical content. With this information, researchers and instructors who study history, learning, or video games may be better able to find video games that suit their needs. ii TABLE OF CONTENTS Introduction……………………………………………………………………………………………………………………..1 -
Toward Visualization for Games: Theory, Design Space, and Patterns Brian Bowman, Niklas Elmqvist, Member, IEEE, and T.J
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, VOL. XX, NO. Y, MONTH 2012 1 Toward Visualization for Games: Theory, Design Space, and Patterns Brian Bowman, Niklas Elmqvist, Member, IEEE, and T.J. Jankun-Kelly, Member, IEEE Abstract—Electronic games are starting to incorporate in-game telemetry that collects data about player, team, and community performance on a massive scale, and as data begins to accumulate, so does the demand for effectively analyzing this data. In this paper, we use examples from both old and new games of different genres to explore the theory and design space of visualization for games. Drawing on these examples, we define a design space for this novel research topic and use it to formulate design patterns for how to best apply visualization technology to games. We then discuss the implications that this new framework will potentially have on the design and development of game and visualization technology in the future. Index Terms—Computer games, video games, interactive entertainment, entertainment, visualization, game analytics. F 1 INTRODUCTION and use it to mark special achievements and unlock new content. For example, the multiplayer version IDEO and computer games have a long history of the recent Call of Duty: Black Ops [57] first-person of using visual representations of data to convey V shooter collects vast amounts of statistics about player information to the player; for example, colored bars performance, and not only uses this to award special are routinely used to present vitals—health, energy, titles, emblems, and equipment to players as they play and magical power—of the player character and are the game, but also to aggregate all statistics (such as accordingly often called “healthbars” (Figure 1(a)), the number of shots fired worldwide, the number of and many games use overhead maps to show the cumulative feet fallen by all players, or the number locations of entities in the game world.