scholarly journals Co-designing Educational Games for Classrooms

2021 ◽  
Vol 12 (1) ◽  
pp. 54-63
Author(s):  
Matthew Gaydos

Over the past 15 years, various government agencies in Singapore have supported educational game development and research, producing multiple digital games (e.g., Legends of Alkhemia, Statecraft X), and non-digital games (e.g., Green City Blues, Money Matters). Although these games had been successful as research tools used to investigate gamebased learning, their impact in schools has been limited by contextual factors including the school environment and culture (Chee et al., 2014). Further, little is documented regarding the details of designing educational games for these contexts. This paper describes the challenges I faced as a new researcher in Singapore tasked with designing new educational games that could simultaneously be used as research tools while also serving as effective, sustainable learning experiences in classrooms in Singapore. Although research-based educational games in Singapore and around the world have been created to instantiate and test theories of learning, these games have often been created without much attention given to classroom practicality and longer-term sustainability. This paper recounts this process and describes the constraints that were faced. By describing the conditions and constraints from the development process, the author hopes to inform and improve the design of future research/educational games that can have lasting and significant impact on Singapore student learning.

Author(s):  
Mete Akcaoglu

This case deals with the problem of decision making in allocating resources during an educational game-development process. In educational games, unlike commercial games, there is an added focus on creating learning content, shifting the balance between learning and fun to a degree where essential game elements might be excluded from these games. In some cases, classroom settings, however, are filled with elements that can emulate the role of a missing element. As it was seen in this case, even when some important game elements (i.e., narratives) were missing from a game, the presence of some important classroom elements (i.e., teachers) helped replace them.


Author(s):  
Zahide Yildirim ◽  
Eylem Kilic

This chapter explores prospective computer teachers’ perceptions of and experiences in goal-based scenario (GBS) centered 3D educational game development process. Twenty-six pre-service computer teachers who enrolled in a Design, Development and Evaluation of Educational Software undergraduate course formed the sample of this case study, and they, in groups, developed GBS-centered 3D educational games. The data were collected through GBS evaluation checklists, interviews, and formative evaluations. The findings indicated that the pre-service teachers preferred GBS-centered educational games to traditional educational games. They declared that the most important feature of educational games was their contribution to motivation, attention, and retention. Although the majority of the groups developed their educational games in line with GBS, they had difficulty creating a realistic scenario and mission. Unlike what the literature indicates, one of the group’s formative evaluation results showed that while the second graders prefer realism, the sixth graders prefer more fantasy in the scenario.


2020 ◽  
Vol 1 (1) ◽  
pp. 13-24
Author(s):  
Moch. Kholil ◽  
Rafika Akhsani ◽  
Kristinanti Charisma

Abstrak Objektif. Game edukasi merupakan bentuk permainan yang dikemas untuk merangsang daya pikir manusia. Game edukasi dapat dijadikan salah cara untuk menarik perhatian dari seseorang supaya mau belajar tentang suatu hal dengan cara yang tidak membosankan atau belajar dengan cara yang menyenangkan. Sampah merupakan hasil sisa dari kegiatan manusia. Saat ini, banyak sampah yang berserakan terlihat disepanjang bantaran sungai. Hal ini menjadi salah satu masalah yang sangat berbahaya. Penanggulangan terhadap masalah sampah sudah sering dilakukan oleh pihak pemerintah maupun warga. Namun demikian, banyak juga warga yang belum bisa merubah kebiasaan membuang sampah di sembarang tempat. Penelitian ini bertujuan untuk merancang sebuah permainan yang diharapkan dapat membantu meningkatkan kesadaran masyarakat terkait pengelolaan sampah. Material and Metode. Pengembangan game menggunakan metode Game Development Life Cycle.  Dalam metode GDLC terdapat 5 tahapan yaitu mulai dari prototype, pre-production, production, beta, sampai dengan live. Hasil. Pengembangan game menghasilkan jenis game edukasi tentang pilah sampah. Hasil dari penelitian ini menunjukkan bahwa game edukasi pilah sampah yang telah diujikan kepada 50 responden meghasilkan nilai rata-rata tingkat kesenangan dalam bermain game sebesar 70%. Kesimpulan. Dengan mengacu pada metode Game Development Life Cycle (GDLC) dalam pengembangan game edukasi menjadi lebih terstruktur dari setiap tahapan yang dikerjakan.   Abstrak Objective. Educational game is a form of game that is equipped to think of human power. Educational games can be used as a way to attract the attention of someone who wants to learn about something in a way that cannot be done or learn in a fun way. Garbage is a residual product of human activities. At present, a lot of littering garbage can be seen along the riverbanks. This has become one of the most dangerous problems. Prevention of waste problems has often been done by the government or citizens. However, there are also many citizens who have not been able to change the habit of littering in any place. This research discusses game planning which is expected to help increase public awareness regarding waste management.. Materials and Methods. Game development uses the Game Development Life Cycle method. In the GDLC method there are 5 stages, starting from prototype, pre-production, production, beta, to live. Results. Game development generates types of educational games about waste sorting. The results of this study indicate that the educational waste sorting game that has been tested on 50 respondents produced an average value of pleasure in playing a game of 70%.. Conclusion. By referring to the Game Development Life Cycle (GDLC) method in the development of educational games, it becomes more structured from each stage undertaken..


Author(s):  
Junhong Ji ◽  
Runqi Chang

Abstract The COVID-19 has spread widely around the world, and the air quality during that period has changed significantly. On the contrary, air quality also can affect the development of the pandemic. Therefore, it is pretty necessary to study air quality changes during the pandemic. This paper achieves this goal by applying the Over-standard multiples method and Grey relational analysis to study the individual and overall change trends of pollutants in Wuhan during the same period in the past seven years. The result shows that the concentrations of SO2 and O3 increased affected by the pandemic but still meet the standard. However, the pandemic promoted a decrease in PM2.5, PM10, and NO2 concentrations, but it had just reached the standard or even exceeded the standard. This article discussed the feasibility of using Grey relational analysis to analyze pollutants exceeding the standard from an overall perspective and provided new ideas for future research.


2020 ◽  
Vol 6 (3) ◽  
pp. 13
Author(s):  
Tadele Zemede Wubayehu

Over the past two decades, extreme poverty has been decreasing in all regions of the world except for sub-Saharan Africa. This attracted the attention of many scholars and policymakers from Africa and other continents of the world to study and understand the reason why Africa has remained so poor. As a result, many scholars have advanced many reasons for poverty and underdevelopment on the continent.  However, no consensus is reached among scholars for poverty and underdevelopment of Africa. 'The shackled continent' is one of the books that has attempted to explain the reasons why Africa has remained so poor. The main of this paper was to critically review the book. The shackled continent has critically analyzed and identified many hobbles that have affected the development process in Africa.  In this regard, the author assumption is that Africa has remained so poor as a result of several factors which includes failures of leadership, tribal politics, bad governance, impacts of AIDs, resource curse, lack of transparent property rights, ethnic strife, corruption, frequent military coups, and development assistance failures. Guest admits that these reasons to some extent contribute to the Africans' development challenges. However, arguably failures of leadership are the main reason for underdevelopment in Africa. The author argues that global capitalism is merely a solution to Africa's problems. This book has many strengths as well as weaknesses.


2017 ◽  
Vol 11 (1) ◽  
pp. 80 ◽  
Author(s):  
Alison J. Head

This paper reflects on the increase of information literacy research about the workplace and lifelong learning during the past 10 years. Librarians have long held that lifelong learning is the goal of information literacy instruction and training, but until the last decade, there has been a paucity of research about the information-seeking behaviour of students after they graduate. The origins and drivers of this shift in the research agenda are examined, drawing on US research studies by Project Information Literacy (PIL), and related research from around the world. Key takeaways from this body of work are discussed in addition to the implications findings have for academic librarians teaching and working with university students. Directions for future research are identified and discussed.


2020 ◽  
Vol 4 (1) ◽  
pp. 37-49
Author(s):  
Ida Widaningrum ◽  
Hardi Prasetiyo ◽  
Indah Puji Astuti

Educational games can be used as an effective learning method, especially for children, because children can gain knowledge in a fun way. Here the game is designed for young children to practice arithmetic and knowledge to separate organic and inorganic wastes. This game is based on Android using Construct 2 software, design using UML and Game Development Life Cycle (GDLC). At the end of the manufacturing process, software tests or tests consist of unit tests, integration tests and system tests. From the test results, the game "Math & Trash" can be run on several versions of Android with a variety of different screen sizes. The educational game "Math & Trash" is expected to have a positive impact on children on the importance of math subjects and the importance of protecting the surrounding environment.


Author(s):  
Paul Gestwicki ◽  
Ronald Morris

The authors describe a model for involving multidisciplinary teams of students in history education game development, focusing on the process as a learning experience. This is described in the context of immersive learning, a model for higher education that emphasizes interdisciplinary problem-solving through creative artifacts. The students involved in this multi-semester experience explored emerging theories of interactive entertainment and learning, diverging from traditional educational game designs to explore why people play games at all, the impact of design decisions on fun, and how to harness this insight to create games that are both fun and educational. The student team worked with educators and historians to create a game that would incorporate Civil War content involving the John Hunt Morgan Raid across Indiana. The game had to fit educational constructs and constrictions. Suggestions for future research and conclusions based on this experience are provided.


2018 ◽  
Vol 1 (2) ◽  
pp. 14-23
Author(s):  
Mohammad AL_ Ansari

The games in our time are the main factor in the world of entertainment and it does not depend on young children, but also enjoyed by the elderly and also have the ability to influence their behavior, which leads to new ideas and strategies that affect the positive character of the game .,, But also are used for serious purposes and can be launched on various areas such as health care and education. We will try to highlight software development in the game development process and will try to bridge the gap between the software developments processes used to develop the games.


2021 ◽  
Vol 43 (3) ◽  
pp. 317-338
Author(s):  
Russell Earl Phillips ◽  
Michael Kitchens

Religious fundamentalism (RF) is a relevant topic in the world today. Over the past two decades there is an increase in definitions, theories, and measures of RF in the social sciences. The present publication reviews and integrates this information into an overarching definition and provides suggestions for future research.


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