scholarly journals Pushing the Envelope of Pedagogical Gaming: Dark Networks

2017 ◽  
Vol 50 (04) ◽  
pp. 1083-1088 ◽  
Author(s):  
Michael E. Freeman

ABSTRACT In recent decades, instructors have increasingly adopted the use of “serious” games in their classrooms. Typically, these games take the form of role-playing simulations or wargames. However, online computer-run games have opened up new possibilities: to explore complex conceptual relationships, to utilize and display asymmetric information, to be playable anywhere and by anyone, and more. This article describes the game, Dark Networks, and shows why this type of game is valuable as well as how it has been used for pedagogical gains.

2020 ◽  
Author(s):  
Bruce D. Malamud ◽  
Faith Taylor

<p>Here we present several teaching demonstrations and hands-on activities for natural hazards. Many methods exist to actively involve students and local community participants, particularly when numbers are large, so that teaching is not just `receiving of information' via monologue talks and using powerpoint. These methods include (a) breaking up into small group discussions, (b) group ‘role playing’ exercises, (c) serious games, (d) hands-on activities, and (e) class demonstrations. This paper concentrates on the latter and includes demos/activities for (a) earthquakes, (b) landslides, (c) tsunamis, (d) volcanoes and (e) weather. Natural hazards demonstrations/activities presented here are mostly inexpensive, have been used in front of large university classes and smaller `break-out groups', and are also appropriate for secondary-school students, university students, and local community communications. We have found that as a teaching tool, students and community participants often become much interested and more excited about what they are learning if use is made of these 5-10 minute class demonstrations or activities, even if only peripherally related to the subject at hand. Resultant discussion with questions and comments by students keeps both the students and the lecturer motivated and intrigued about the subjects being discussed. Days, weeks, and months later, the students remember these `demonstrations', but to set these up takes time, effort, and resources of equipment, although not necessarily a large amount of the latter.</p>


2017 ◽  
Vol 45 (4) ◽  
pp. 499-519 ◽  
Author(s):  
Dimitrios N. Karagiorgas ◽  
Shari Niemann

In the last 10 years, gaming has evolved to the point that it is now being used as a learning medium to educate students in many different disciplines. The educational community has begun to explore the effectiveness of gaming as a learning tool and as a result two different ways of utilizing games for education have been created: Gamification and serious games. While both methods are used to educate, serious games are meant to provide training and practice without entertaining. Whereas, gamification uses game-like features such as points and similar to serious games are not meant to entertain. This review will provide an overview of gamification and serious games as well as the learning possibilities of noneducational games such as massively multiplayer online role-playing games. Finally, massively multiplayer online role-playing games will be discussed in detail as to whether they can meet the general behavioral requirements of effective learning.


2021 ◽  
pp. 187-197
Author(s):  
Patrick Jost ◽  
Andreas Künz

AbstractThe increasing digitalisation of daily routines confronts people with frequent privacy decisions. However, obscure data processing often leads to tedious decision-making and results in unreflective choices that unduly compromise privacy. Serious Games could be applied to encourage teenagers and young adults to make more thoughtful privacy decisions. Creating a Serious Game (SG) that promotes privacy awareness while maintaining an engaging gameplay requires, however, a carefully balanced game concept. This study explores the benefits of an online role-playing boardgame as a co-designing activity for creating SGs about privacy. In a between-subjects trial, student groups and educator/researcher groups were taking the roles of player, teacher, researcher and designer to co-design a balanced privacy SG concept. Using predefined design proposal cards or creating their own, students and educators played the online boardgame during a video conference session to generate game ideas, resolve potential conflicts and balance the different SG aspects. The comparative results of the present study indicate that students and educators alike perceive support from role-playing when ideating and balancing SG concepts and are happy with their playfully co-designed game concepts. Implications for supporting SG design with role-playing in remote collaboration scenarios are conclusively synthesised.


2018 ◽  
Vol 28 (11n12) ◽  
pp. 1679-1699 ◽  
Author(s):  
Beatriz Marín ◽  
Felipe Larenas ◽  
Giovanni Giachetti

One of the more complex topics to teach to Software Engineering students is the conceptual modeling design, which has several concepts that students must learn in order to specify the structural, behavioral and interaction views of software systems. Learning the design of class diagrams is of paramount importance since these diagrams are used to guide concrete development tasks such as programming and testing, and, consequently, to avoid defective software products. Applying novel teaching/learning techniques in this topic may help students to reduce the defects that are committed at the moment of designing a class diagram. One interesting technique is the use of serious games, since they provide learning environments free of risks and pressure for students, allowing the students to know the topics that they must learn in a funny way. Serious games have been widely used in programming courses. We aim to investigate the feasibility to replicate this experience for conceptual modeling of class diagrams at Software Engineering courses. In this paper, we present a role-playing game especially focused on the class diagram, which is called Classutopia. This serious game provides modeling challenges, comprehension and correction of diagrams with different complexity levels for learning conceptual modeling design.


Author(s):  
Marco Greco

The use of Role-Playing is becoming prominent in Serious Games due to its positive effects on learning. In this chapter the author will provide a comprehensive definition of role-playing games, drawing inspiration from the many different definitions provided in the existing literature. Then, will propose a five-dimension taxonomy for Serious Role Playing Games, applying it to a small selection of successful Serious Games in five different domains. An overview of the literature will help the reader understand when Role-Playing should be used, and when it might be useless or detrimental. Finally, a brief analysis will be performed on the reviewed games, in order to point out the correlations among the taxonomy dimensions and the domains of application.


Water ◽  
2020 ◽  
Vol 12 (9) ◽  
pp. 2490
Author(s):  
Markéta Poděbradská ◽  
Mary Noel ◽  
Deborah Bathke ◽  
Tonya Haigh ◽  
Michael Hayes

Drought is an abstract and complex phenomenon that can be difficult for many people to comprehend. Proactive planning to improve response during drought events is necessary but complicated because it involves stakeholders and decision-makers with competing interests. A category of games, called serious games, have proven to be helpful when learning about abstract concepts, and for improving communication and conflict resolution with respect to water-related issues. In this study, we present a new in-person role-playing game that serves as a drought educational tool in both classroom and professional settings. The message of the game emphasizes the importance of communication and cooperation between various communities and sectors that can be affected by drought. Furthermore, it also encourages discussions and collaborations between stakeholders involved in drought planning and can serve as an icebreaker activity. The game has been played in a variety of settings including university classes, university extension workshops, and drought workshops. This study describes the game itself, its development, and the results of surveys from game participants that were used to evaluate the usability of the game as an educational and icebreaker activity.


2021 ◽  

Índice de Contenidos Aplicación de metodologías activas I 9 Estrategias de gamificación, y aprendizaje entre pares, para la adquisición de competencias 13 Herramientas para la gestión de los recursos digitales en los procesos de enseñanza-aprendizaje 28 Gamificación de la Cristalografía mediante la App XtereO 40 Educación Visual y Plástica comprometida con el entorno próximo 49 Experiencias de coordinación entre el profesorado 67 Diseño de actividades multidisciplinares de Ciencias de la Naturaleza y Matemáticas 71 Evaluación del aprendizaje 99 Impacto del Concurso de Cristalización en la Escuela en Aragón en el profesorado participante. 103 ¿Influye el género en la evaluación entre iguales? 113 Acciones de integración y orientación de estudiantes 133 Competencias digitales para estudiantes de la Universidad de Zaragoza 158 La organización emocional del aula en la gestión de la actividad docente 164 La motivación como herramienta para mejorar la tasa de aprobados en la asignatura de Contabilidad Financiera II. 20 Gamificación a través de diferentes aplicaciones como innovación docente en el grado de Ciencias de la Actividad Física y del Deporte 33 Utilización de vídeos y cuestionarios para la mejora del proceso de enseñanza-aprendizaje de conocimientos requeridos en la asignatura “Criterios de diseño de máquinas” 58 Acercando a los estudiantes de magisterio una experiencia colaborativa realizada en Educación Primaria 78 La formación de los futuros maestros desde un modelo interdisciplinar para las enseñanzas de Lengua Castellana y LIJ. 88 Evaluación de necesidades y seguimiento del aprendizaje en competencias de comunicación académica en inglés a través de un focus group en ADEi 121 Percepción de los estudiantes de los grados de la Facultad de Economía y Empresa sobre el uso y utilidad de las tutorías 137 Integración de los estudiantes de ADE en el mercado laboral a través del programa de prácticas y actividades externas. 148 Promoviendo la reflexión entre docentes acerca delas bases fundamentales sobre las que construirla ciudadanía digital 171 Estudio de opinión de los alumnos del Grado en Medicina sobre las limitaciones éticas de la ciencia 179 Percepción social de la ciencia por los alumnos del Grado en Medicina 185 La dirección de Trabajos Fin de Grado (TFG) en el marco de las nuevas modalidades de educación universitaria a distancia: algunas claves metodológicas para su adecuada ejecución 191 Experiencia piloto para mejorar las competencias de trabajo en equipo y comunicación oral en asignaturas de ingeniería 198 Otras metodologías activas II. 207 Metodologías activas basadas en juegos de razonamiento para fomentar el aprendizaje 211 El dispositivo móvil en el aula, ¿herramienta educativa o distracción? 217 Mejora de la adquisición de competencias a través del modelo de aula inversa 224 El customer journey map en la formación de la empatía y la innovación 232 La gamificación en el aula para la mejora de la participación del alumno en el estudio de la asignatura de Esplacnología. 239 Los cuestionarios Moodle como una herramienta para mejorar la calidad de la docencia y fomentar el aprendizaje en el aula universitaria 246 Un canal de YouTube como mecanismo de adquisición de competencias transversales 251 Arte y reciclaje en los entornos educativos (Trash art) 260 Didáctica con la gamificación y el videojuego mediante una intervención multidisciplinar para estudiantes del Grado de Maestro 270 YouTube como repositorio de vídeos docentes de apoyo a la docencia 278 Aplicación de Metodologías Activas III 287 Combinación de la Técnica Just in Time Teaching y los Serious Games con el enfoque pedagógico Flipped Learning en Educación Superior 291 Aprendizaje de lenguas para la inclusión social 303 Gamificación y role playing en la enseñanza de Derecho Procesal Penal, intervención de la Persona Jurídica y cumplimiento normativo 310 Integrando diferentes aplicaciones TIC en la docencia universitaria: uso de Screencast-o-matic, Canva y Pocket 317 Evaluación del uso de diferentes TIC en la docencia universitaria: grupo MultiFlipTech 323 Experiencias de mejora de la calidad de las titulaciones 335 Coordinación de agentes y mejora de los instrumentos de evaluación de las prácticas escolares: selección de las dimensiones a calificar 339 Enseñanza a distancia en el grado en Gestión y Administración Pública 345 Selección y rendimiento de los estudiantes en la asignatura Organización y Gestión Interna 356


2019 ◽  
Vol 3 (3) ◽  
pp. 55 ◽  
Author(s):  
Varvara Garneli ◽  
Konstantinos Patiniotis ◽  
Konstantinos Chorianopoulos

The design of educational serious games to be used as motivational learning environments is very rewarding but also very challenging. The integration of learning with playing activities seems to be one of the major challenges. Previous work has not examined the integration of science content based on the school curriculum in the gameplay mechanics of a computer role playing game (CRPG) and in a storyline which ends with a dramatic conflict. In this study, an educational CRPG was designed for learning concepts in the physical sciences according to the curriculum of the correspondent book. We integrated the content into the gameplay which included several tasks to be performed and puzzles to be solved, advancing players to successfully complete the game, according to the game’s storyline. Finally, we performed a usability test for ease-of-use and enjoyment issues. Most testers considered the educational CRPG entertaining. Computer role playing game’s gameplay mechanics provide affordances for the integration of science and technology courses in a playful learning environment.


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