Comparing Serious Games and Educational Simulations: Effects on Enjoyment, Deep Thinking, Interest and Cognitive Learning Gains

2018 ◽  
Vol 49 (4) ◽  
pp. 401-422 ◽  
Author(s):  
Nina Imlig-Iten ◽  
Dominik Petko

Background and Aim. Serious games are generally considered to have positive effects on many aspects of learner engagement as well as on cognitive learning gains and subject-related interest. Yet few studies have examined which combination of game elements influence engagement and learning, and how these factors are related. For this reason, an experimental study was conducted to explore these aspects with regard to digital serious games. Method. Twelve primary school classes with 153 students from 9 to 12 years of age participated in this experimental field study using group comparisons. The students were randomly assigned to interact either with an educational simulation or a digital serious game. The results were analyzed using t-tests and hierarchical linear regressions. Results and Conclusion. Results show that there are no group differences in tested learning gains nor in self-reported cognitive learning gains or increase in interest. Although there are also no differences regarding enjoyment, self-reported levels of deep thinking are higher when learning with a serious game. While post-test knowledge is only influenced by prior knowledge, self-reported cognitive learning gains and increases in interest are both positively correlated with deep thinking and enjoyment. These results lead to the conclusion that learning with serious games does not always lead to the expected increases in all aspects of engagement and learning outcomes. Thus, research needs to address the interplay of game elements and their impact on engagement and learning in more detail.

Gamification ◽  
2015 ◽  
pp. 1586-1608
Author(s):  
Claudia Ribeiro ◽  
Tiago Antunes ◽  
João Pereira ◽  
Micaela Monteiro

At present, medical knowledge is experiencing an exponential growth. This results in serious difficulties to healthcare professionals in keeping up to date. At the same time, medical education is mostly taught using traditional learning methodologies, not always the most efficient. Recently however, there has been a significant increase in the use of computer games for both teaching and training as several published studies are showing that serious games can be more efficient when compared to traditional learning methodologies. Although the current number of serious games used in medical education is still very limited, the authors agree that it's application could lead to the improvement of medical knowledge and skills. This paper describes the serious game Critical Transport which is based on the Portuguese Society of Intensive Care's recommendations for the transport of critically ill patients, as well as the results of a pre/post-test study focused in determining the Critical Transport serious game efficiency as a training tool for training medical students.


Author(s):  
Kutay Tinç ◽  
Meltem Gülçin Karadayı

Using game elements in class to support the participation of students in learning or designing games that can help educators teach certain subjects more efficiently has been a popular topic in recent years. The former is a matter of gamification, which refers to the application of game elements to other activities so that the activity becomes more engaging or interesting. On the other hand, the latter is about designing a serious game, which can be defined as a game with an explicit and carefully thought out educational purpose. In this study, focused on merging the use of gamification and serious games for a specific engineering course, the authors discuss how the curriculum for this course should be designed so that both sides of the spectrum are facilitated. An application of this union is given with a survey showing the reaction of students to the gamified curricula integrated with a serious game.


2020 ◽  
Author(s):  
Nursyahida Serious Game For Flood Safety Training ◽  
◽  
◽  

BACKGROUND Serious games are created for other than entertainment purposes. Training is one of the areas where serious games are used that must have a combination of elements which contribute to the training outcomes. The right combination of elements May lead to productive development of serious games. There are serious games that have been developed; however, there is a lack of elements in the game that can motivate players. In addition, Previous serious games used for training have less use element of scenario and feedback. Moreover, These fail to provide domain content to attain the game 's goals, as they focus more on entertainment. OBJECTIVE The objective of this paper is to describe a process to evaluate the model of a serious game for flood safety training based on the elements of serious games and psychology readiness which can motivate civilians to be aware of the importance of flood preparedness in terms of safety. METHODS These elements are then categorized and used to construct a model which are validated by a panel of eight experts using the Inter-Rater Reliability (IRR) method. RESULTS The result of IRR percentage for the game elements has achieved 100%, while the result of IRR percentage for psychology readiness has reached 83%, and the overall result of IRR percentage has gained 93%. CONCLUSIONS Thus, this model can be adapted to develop serious games for training in other fields and for other purposes. For future phases, verified models will be used to develop low fidelity prototype. Subsequently, the low fidelity prototype can be validated using the cognitive walkthrough method.


2014 ◽  
Vol 4 (4) ◽  
pp. 71-93
Author(s):  
Claudia Ribeiro ◽  
Tiago Antunes ◽  
João Pereira ◽  
Micaela Monteiro

At present, medical knowledge is experiencing an exponential growth. This results in serious difficulties to healthcare professionals in keeping up to date. At the same time, medical education is mostly taught using traditional learning methodologies, not always the most efficient. Recently however, there has been a significant increase in the use of computer games for both teaching and training as several published studies are showing that serious games can be more efficient when compared to traditional learning methodologies. Although the current number of serious games used in medical education is still very limited, the authors agree that it's application could lead to the improvement of medical knowledge and skills. This paper describes the serious game Critical Transport which is based on the Portuguese Society of Intensive Care's recommendations for the transport of critically ill patients, as well as the results of a pre/post-test study focused in determining the Critical Transport serious game efficiency as a training tool for training medical students.


2018 ◽  
Vol 7 (1) ◽  
pp. 10
Author(s):  
Mehmet Behzat Turan ◽  
Osman Dişçeken

The purpose of this research is to examine the effects of imagination and cognitive learning exercises, which are applied to increase the success of elite handball players, on their balance skills.The research group consists of a total of 36 voluntary male athletes, 18 of which are the control group and 18 of them are the experimental group, aged between 14 and 16, with at least 5 years of sports experience, who have been playing handball in Kayseri Youth Sports Club. For the study group, 8-day, 30-minute cognitive training and imagination study program was applied as two sets per day. No exercise was applied to the control group. Static and dynamic balance tests were applied to all of the participants (study and control group at the beginning and end of the study. According to the results of the analysis performed at the end of the study, a significant difference was found between the post-test results of all balance parameters of the experimental and control groups (p <0.05). When the pre-test and post-test results of the control group were compared, there was a significant difference between the scores of Static, Level8, Level4 and Oscillation CE (p<0.05) and there was no significant difference between Level2 and Oscillation OE (p>0.05). When the pre-test and post-test results of the experimental group were compared, a significant difference was found between all equilibrium parameters (p<0.05).As the result, it was found that cognitive imagination programs have positive effects on learning the balance skills in handball players under the light of the obtained findings.


2020 ◽  
Vol 6 (2) ◽  
pp. 153-162
Author(s):  
Rudi Haryadi ◽  
Heni Pujiastuti

The purpose of this study was to determine the results of the use of serious games in physics learning in light material at Serang 6 Public High School. The research design used was the Pre-Test Randomized Control Group Post-Test Design. The population of the study was all of the eleventh grade students’ of Serang SMA 6 which numbered six classes. The study sample consisted of one experimental class (XI MIPA 1) and one control class (XI MIPA 2). The results showed that the application of physics learning used a serious game on light material in class XI of Serang 6 High School which took place very well and had a positive effect on student learning outcomes. In addition, the students’ response to the application of physics learning using the serious game was very good. The N-gain result shows that the use of the serious game is 0.89.


Author(s):  
Muhammad Syafiq Bin Mohd Omar ◽  
Marina Ismail ◽  
Norizan Mat Diah ◽  
Suzana Ahmad ◽  
Hayati Abd Rahman

Obesity among children is increasing alarmingly. Therefore it is crucial to instill the awareness about the danger of being obese to the children. To instill the awareness is a challenge. A good approach is required for the message to be accepted and conceptualized by the children. Serious game has been an important mechanism to assist the achievement of many serious purposes other than for entertainment and enjoyment. This paper proposes the implementation of content-based recommendation technique in serious game for obesity awareness among children. Several recommendation techniques for awareness had been studied and the content-based recommendation technique is found to be suitable to be implemented in games. The game was developed according to game development approach and fulfilled the game characteristics. For this preliminary study, 10 children participated in the experiment to determine the effectiveness of the game. The participants were given a pre-and post test to answer before and after playing the game. The result of the test shows that participants achieved the obesity awareness after playing the game. The content-based recommendation technique is applicable to be adopted in serious games to instill awareness in the players.


2022 ◽  
pp. 365-384
Author(s):  
Kutay Tinç ◽  
Meltem Gülçin Karadayı

Using game elements in class to support the participation of students in learning or designing games that can help educators teach certain subjects more efficiently has been a popular topic in recent years. The former is a matter of gamification, which refers to the application of game elements to other activities so that the activity becomes more engaging or interesting. On the other hand, the latter is about designing a serious game, which can be defined as a game with an explicit and carefully thought out educational purpose. In this study, focused on merging the use of gamification and serious games for a specific engineering course, the authors discuss how the curriculum for this course should be designed so that both sides of the spectrum are facilitated. An application of this union is given with a survey showing the reaction of students to the gamified curricula integrated with a serious game.


2020 ◽  
Vol 27 (5) ◽  
pp. 818-833
Author(s):  
M E Derksen ◽  
S van Strijp ◽  
A E Kunst ◽  
J G Daams ◽  
M W M Jaspers ◽  
...  

Abstract Objective Serious health games might have the potential to prevent tobacco smoking and its health consequences, depending on the inclusion of specific game elements. This review aimed to assess the composition of serious games and their effects on smoking initiation prevention and cessation and behavioral determinants. Materials and Methods We systematically searched MEDLINE, Embase, PsycINFO, and Web of Science for publications that evaluated serious games aimed at changing smoking behavior or behavioral determinants. A taxonomy by King et al was used to classify game elements. Results We identified 15 studies, evaluating 14 unique serious games. All games combined multiple game elements (mean 5.5; range, 3-10). Most frequently used were general and intermittent rewards, theme and genre features, and punishments. Six studies on smoking prevention together assessed 20 determinants and found statistically significant positive effects for 8 determinants (eg, attitude, knowledge, intention). Of 7 studies on smoking cessation, 5 found positive, statistically significant effects on smoking cessation or status. These studies found statistically significant positive effects for 6 of 12 determinants (eg, self-efficacy, attitude, intention). The majority of included studies had poor or fair methodological quality, lacked follow-up measures, and had fixed (as opposed to free, on-demand) play sessions. Conclusions Serious games included multiple types of game elements. The evidence from a number of studies suggests that games may have positive effects on smoking-related outcomes, particularly smoking cessation. However, as most studies had important methodological limitations, stronger designs are needed to demonstrate, quantify, and understand the effects of serious games.


2019 ◽  
Vol 5 (2) ◽  
pp. 104-111
Author(s):  
Dian Puspita Eka Putri

This study aims to review  the effectiveness of using android-based multimedia learning  to improve achievement cognitive learning outcome of students. The research method is the analysis of field studies. The focus in this research is Multimedia which can influence cognitive learning outcomes of students. data obtained in this study from the literature and direct field observations. The research subjects were high school students in Yogyakarta. The result of analysis and discussion of research indicate that there is the influence of multimedia learning to increase student achievement, which is indicated by increasing post-test result  than before  not using multimedia learning. Posttest value is greater than pretest.


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