Constructivist Learning Through Computer Gaming

Author(s):  
Morris S.Y. Jong ◽  
Junjie Shang ◽  
Fong-lok Lee

Apart from the ability of computer games to make learning more interesting, a number of researchers and educators have been exploring other educational potentials of computer games. In parallel with the advancement of computer and information technology and the advocacy of constructivism in education, the issue of harnessing computer games to create new constructivist learning opportunities has received attention in both education and game research domains. This chapter is aimed at giving an introduction to computer game-based learning. Besides discussing computer games’ intrinsic educational traits favouring constructivist learning from different perspectives, the authors also review a number of instances of two recent foci in the game-based learning domain. The first one is education in games that involves the adoption of existing recreational games in the commercial market for educational use. The second is games in education that entails designing and developing educational games articulated with different constructivist learning paradigms or pedagogical approaches.

Author(s):  
Karla Muñoz ◽  
Paul Mc Kevitt ◽  
Tom Lunney ◽  
Julieta Noguez ◽  
Luis Neri

Teaching methods must adapt to learners’ expectations. Computer game-based learning environments enable learning through experimentation and are inherently motivational. However, for identifying when learners achieve learning goals and providing suitable feedback, Intelligent Tutoring Systems must be used. Recognizing the learner’s affective state enables educational games to improve the learner’s experience or to distinguish relevant emotions. This chapter discusses the creation of an affective student model that infers the learner’s emotions from cognitive and motivational variables through observable behavior. The control-value theory of ‘achievement emotions’ provides a basis for this work. A Probabilistic Relational Models (PRMs) approach for affective student modeling, which is based on Dynamic Bayesian Networks, is discussed. The approach is tested through a prototyping study based on Wizard-of-Oz experiments and preliminary results are presented. The affective student model will be incorporated into PlayPhysics, an emotional game-based learning environment for teaching Physics. PRMs facilitate the design of student models with Bayesian Networks. The effectiveness of PlayPhysics will be evaluated by comparing the students’ learning gains and learning efficiencies.


Author(s):  
Arne Arnberger ◽  
Thomas Reichhart

During the past decades, computer visualizations have been frequently used in urban e-Planning and research. The question arises of whether the degree of experience with the computer during leisure time can have an influence on the assessment of computer-visualized outdoor environment scenarios using visualizations comparable to computer games. We used a computer-animated choice model to investigate the influence of computer game experience on respondents’ preferences for an urban recreational trail. Static and animated representations of use scenarios were produced with 3-D computer animation techniques. Three social factors were investigated: number of trail users, user composition, and direction of movement: The scenarios were presented to respondents (N = 149), segmented into groups with different computer game experience. The results indicate that the individual experience with computer gaming and the presentation mode influences the evaluation of trail scenarios. Animated trail scenarios seem to be more useful than static ones.


Author(s):  
John Carr ◽  
Peter Blanchfield

Computer games offer an extremely engaging experience and are an overwhelmingly popular pastime for today’s youth. As such, they make an attractive medium for educators seeking to utilise new media to create new engaging learning experiences and provide for those with special needs. Effective integration of game-play and education is extremely difficult to achieve. This problem has plagued the educational games industry since its inception. This chapter will examine this problem with reference to a study which attempts to utilise the motivational power of computer games to aid the education of some of the most challenging students; children who are exhibiting behavioural disorders (oppositional defiant behaviour, attention deficit). Such children can find it almost impossible to focus on traditional educational activities but will give the right computer game their full attention for extended periods. Computer games can engage these children, but can this power be utilised for more than entertainment?


2011 ◽  
Vol 6 (6) ◽  
pp. 513-537 ◽  
Author(s):  
Shannon Kennedy-Clark ◽  
Kate Thompson

The use of computer games and virtual environments has been shown to engage and motivate students and can provide opportunities to visualize the historical period and make sense of complex visual information. This article presents the results of a study in which university students were asked to collaboratively solve inquiry-based problems related to historical disease epidemics using game-based learning. A multimethod approach to the data collection was used. Initial results indicated that students attended to visual information with more specificity than text-based information when using a virtual environment. Models of student’s decision-making processes when interacting with the world confirmed that students were making decisions related to these visual elements, and not the inquiry process. Building on theories from the learning sciences, such as learning from animations/visualizations and computer-supported collaborative learning, in this article, the authors begin to answer the question of why students learned what they did about historical disease epidemics.


Thesis Eleven ◽  
2017 ◽  
Vol 138 (1) ◽  
pp. 26-45 ◽  
Author(s):  
Mark R Johnson ◽  
Jamie Woodcock

This paper examines the varied cultural meanings of computer game play in competitive and professional computer gaming and live-streaming. To do so it riffs off Andrew Feenberg’s 1994 work exploring the changing meanings of the ancient board game of Go in mid-century Japan. We argue that whereas Go saw a de-aestheticization with the growth of newspaper reporting and a new breed of ‘westernized’ player, the rise of professionalized computer gameplay has upset this trend, causing a re-aestheticization of professional game competition as a result of the many informal elements that contribute to the successes, and public perceptions, of professional players. In doing so we open up the consideration of the aesthetics of broadcasted gameplay, how they reflect back upon the players and the game, and locate this shift historically and culturally within the last two decades of computer games as a creative industry, entertainment industry, a media form, and as an embodied practice.


At-Taqaddum ◽  
2021 ◽  
Vol 13 (1) ◽  
pp. 85-102
Author(s):  
Mahasin Husni ◽  
Bambang Sumardjoko ◽  
Darsinah Darsinah

The success of teaching and learning activities is determined by one of the methods and media of learning. This study aims to determine the needs of learning media, develop learning media based on computer games, and determine the effectiveness of learning media based on computer games on students' motivation and interest in learning. This type of research is Research and Development (RD), referring to the ADDIE development model. Data collection techniques using observation and questionnaires. The data analysis technique is done by analyzing the questionnaire. The results showed that students needed new learning media with the criteria of using computer technology, game-based, having a colorful display, involving an active role in student participation, easy to operate, equipped with characters, login, and voice access rights. A computer game-based learning media application has been developed called "BEBEB" with a very proper assessment from Media Experts and Material Experts. The effectiveness of the "BEBEB" application as a learning media based on computer games increased learning motivation by 16.5% and interest in learning by 24.33%. The study results indicate that the development of computer-based learning media as a strategy to increase students' motivation and interest in learning at SMK Muhammadiyah 2 Andong Boyolali has been able to be implemented properly. This implies that teachers need to provide learning media that can arouse students' motivation and interest in learning, one of which is using computer game-based learning media.


Author(s):  
Mabel C.P.O. Okojie

A critical examination of the use of computer games as motivation for learning is provided. The examination is addressed by reviewing evidence from the literature dealing with computer games as learning tools. Factors and difficulties associated with games as instructional strategies are discussed. Evidence from the literature indicates that current methods of applying computer games into instruction are not guided by pedagogical principles. It is recognized that the design of educational games be based on learning theories. The current practice of viewing educational games as separate entity from all other educative processes is detrimental to learning. Although, the results of scientific studies on game-based learning are inconclusive, nevertheless, the future of game-based learning is promising partly because games are generally engaging. The results of qualitative interviews reveal that the participants believe that computer games motivate them to have fun but not to learn. Thus, by implication may not sustain learning.


Author(s):  
JUNG-YONG PARK ◽  
JONG-HEE PARK

Computer gaming is a key component of the rapidly growing entertainment industry. Computer games are a multi-billion pound worldwide part of the entertainment industry. However, they are a relatively new type of software product and as such the manner in which they are designed and developed is still evolving. Computer games can be highly complex software systems that involve the expertise of a wide range of professionals ranging from programmers to animators, artists and musicians. When designing computer games, new game concepts can be difficult to communicate. In addition, the creative process could be benefited if game design ideas were capable of being shared widely and discussed. In this paper, we are to some extent shifting the focus from real world situation to what we shall term game world situation. That is, a logically simulated environment is created by defining situations and events based on the hierarchy structure of the situation. Our study defines event type, causality events and event normalization, and aims to develop a logical simulation method. These methods allow us to understand the communication of new game environment design. Specially, the introduction of the definition of events allows us to approach game design in a structural manner rather than by their classification. The proposed method was implemented in the context of changing among natural phenomena in a game environment.


Author(s):  
Nicola Whitton

This chapter examines the rationale for the use of computer games in learning, teaching, and assessment in Higher Education. It considers their pedagogic potential in respect to a number of theories of learning, as well as some of the practical issues associated with using computer games in real teaching situations, both face-to-face and online. The first part of the chapter focuses on the theory underpinning the use of computer game-based learning with HE students, examining motivation and engagement, constructivism, collaborative and problem-based learning. The second part of this chapter considers the practical issues of using computer games in actual teaching contexts and presents twelve principles for the design and evaluation of computer games to support learning.


2017 ◽  
Vol 60 (4) ◽  
pp. 87
Author(s):  
Liliia V. Meleshko

The article deals with the theoretical principles of forming the language competence of junior teens on the use of computer games in the teaching of the Ukrainian language, the corresponding methodological recommendations are defined. The concept of "speech competence", "computer game" from the point of view of linguodidactics is specified. Through analysis and synthesis of scientific and methodological ideas, lingvodidactic conditions of speech development of pupilsin the process of Ukrainian-language education with the use of computer educational games were determined. Based on the interpretation of their own experience in the development and implementation of such games in the Ukrainian language learning, it has been generalized that computer games in combination with traditional teaching methods allow to significantly increase the productivity of the educational process, its qualitative indicator, provide motivation for the educational and cognitive activity of pupil sand promote the formation of speech competence as a component of Ukrainian language training for schoolchildren.


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