Collaborate or Compete? How Will Multiplayers’ Interaction Affect Their Learning Performance in Serious Games

Author(s):  
Jui-Ying Wang ◽  
Weijane Lin ◽  
Hsiu-Ping Yueh
2019 ◽  
Vol 8 (2) ◽  
pp. 1-23 ◽  
Author(s):  
Cristina Ampatzidou ◽  
Katharina Gugerell

The integration of learning goals with game mechanics in serious games used in urban and spatial planning processes has the potential to enable game designers and planners to create games with narratives tightly aligned to particular processes and lead to increased learning outcomes. This study presents the results from testing Energy Safari, a serious game for the energy transition in the province of Groningen, and empirically associates specific game mechanics with learning events, derived from players' reports. The research is based on the analysis of post-play questionnaires. Play-testing Energy Safari illustrates that different learning events can be triggered by the same game mechanics, an observation which can be applied in serious game design to facilitate players with different learning needs and styles. In addition, play testing to evaluate the learning performance of serious games should be integrated in the game design process. However, to achieve lasting learning and actionable knowledge, serious games should be used complementarily with other civic participation methods.


2020 ◽  
pp. 073563312096382 ◽  
Author(s):  
Li Ye ◽  
Ruoyan Wang ◽  
Jing Zhao

In recent years, more serious games are used in different learning areas to improve the process of knowledge acquisition and learning outcomes. This study discusses a game mode based on a jigsaw puzzle with scaffolding-aid for cultural heritage learning. A case study using an historical pattern from China examines the effectiveness of improving learning performance and motivation. By using this game in an experimental setting in comparison with traditional video learning, this paper observes and evaluates the learning outcomes of 42 freshmen with no prior knowledge of bronze mirrors` patterns and subjects. Their learning outcomes, experience and motivation change were collected via a series of tests and motivation scale. The result of the experiment demonstrates that compared with traditional video learning, the game process based on a digital puzzle can help learners better identify and retain pattern structure and improve learning motivation. This study provides experience in designing serious games for cultural heritage learning activities.


Information ◽  
2021 ◽  
Vol 12 (3) ◽  
pp. 101
Author(s):  
Suhni Abbasi ◽  
Hameedullah Kazi ◽  
Ahmed Waliullah Kazi ◽  
Kamran Khowaja ◽  
Ahsanullah Baloch

Serious Games (SG) provide a comfortable learning environment and are productive for various disciplines ranging from Science, Technology, Engineering, and Mathematics (STEM) to computer programming. The Object Oriented (OO) paradigm includes objects related to real life, and is considered a natural domain that can be worked with. Nonetheless, mapping those real-life objects with basic Object-Oriented Programming (OOP) concepts becomes a challenge for students to understand. Therefore, this study is concerned with designing and developing an SG prototype to overcome students’ difficulties and misconceptions in learning OOP and achieving positive learning outcomes. An experimental evaluation was carried out to show the difference between the experimental group students’ performance, who interact with the developed game, and students of the control group, who learn via the traditional instructional method. The experimental evaluations’ main finding is that the experimental group’s performance is better than the control group. The experimental group’s Normalized Learning Gain (NLG) is significantly higher than the control group (p< 0.005, paired t-test). The evaluation study results show that the developed prototype’s perceived motivation on the Instructional Materials Motivation Survey (IMMS) 5-point Likert scale resulted in the highest mean score for attention (3.87) followed by relevance (3.66) subcategories. The results of this study show that the developed SG prototype is an effective tool in education, which improves learning outcomes and it has the potential to motivate students to learn OOP.


2018 ◽  
Vol 13 (2) ◽  
pp. 57-82
Author(s):  
Changsok Yoo ◽  
Sunjoo Kwon ◽  
Yoonjae Nam

2010 ◽  
Vol 218 (2) ◽  
pp. 135-140 ◽  
Author(s):  
Slawomira J. Diener ◽  
Herta Flor ◽  
Michèle Wessa

Impairments in declarative memory have been reported in posttraumatic stress disorder (PTSD). Fragmentation of explicit trauma-related memory has been assumed to impede the formation of a coherent memorization of the traumatic event and the integration into autobiographic memory. Together with a strong non-declarative memory that connects trauma reminders with a fear response the impairment in declarative memory is thought to be involved in the maintenance of PTSD symptoms. Fourteen PTSD patients, 14 traumatized subjects without PTSD, and 13 non-traumatized healthy controls (HC) were tested with the California Verbal Learning Test (CVLT) to assess verbal declarative memory. PTSD symptoms were assessed with the Clinician Administered PTSD Scale and depression with the Center of Epidemiological Studies Depression Scale. Several indices of the CVLT pointed to an impairment in declarative memory performance in PTSD, but not in traumatized persons without PTSD or HC. No group differences were observed if recall of memory after a time delay was set in relation to initial learning performance. In the PTSD group verbal memory performance correlated significantly with hyperarousal symptoms, after concentration difficulties were accounted for. The present study confirmed previous reports of declarative verbal memory deficits in PTSD. Extending previous results, we propose that learning rather than memory consolidation is impaired in PTSD patients. Furthermore, arousal symptoms may interfere with successful memory formation in PTSD.


2013 ◽  
Vol 221 (2) ◽  
pp. 90-97 ◽  
Author(s):  
John L. Sherry

Millions in taxpayer and foundation euros and dollars have been spent building and testing educational video games, games for health, and serious games. What have been the fruits of this frenzy of activity? What educational video game has had the reach and impact of Sesame Street or Blues Clues television shows? By comparison, the Children’s Television Workshop (CTW) managed to get Sesame Street off the ground within a couple of years, writing the basic scientific literature on educational media design in the process. Not only is Sesame Street well known and proven, it laid the basis for every effective educational show to follow. This article explores the differences between the CTW scientific approach to educational media production and the mostly nonscientific approach consuming so many resources in the educational games, games for health, and serious games movements. Fundamental scientific questions that remain unanswered are outlined.


1993 ◽  
Vol 38 (12) ◽  
pp. 1336-1336
Author(s):  
Terri Gullickson ◽  
Pamela Ramser

2005 ◽  
Author(s):  
Steve W. J. Kozlowski ◽  
◽  
Richard P. DeShon

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