scholarly journals A Systematic Review of Serious Games for Collaborative Learning: Theoretical Framework, Game Mechanic and Efficiency Assessment

Author(s):  
Chaoguang Wang ◽  
Lusha Huang

In recent years, there has been extensive research on serious games for edu-cational purpose. However, the design space for collaboration in games re-mains substantially unexplored. In this study, we systematically reviewed 31 empirical research articles regarding game-based collaborative learning published from 2006 to 2020 and attempted to provide new information about designing serious games for collaborative learning. We surveyed a number of games and investigated their design features that encourage col-laborative learning. Twenty game mechanics were identified and grouped in-to six main domains: (1) Space, (2) Objects, attributes and states, (3) Ac-tions, (4) Rules and goals, (5) Skill, (6) chance. The analysis of user studies they performed indicated that most of the game projects relied on self-report methods to test their learning effectiveness, and only a few studies adopted the data mining method based on game logs. The implications for research into facilitating collaborative learning and recommendations for future re-search directions are discussed.

2021 ◽  
Vol 12 (1) ◽  
pp. 107-117
Author(s):  
Irina Kurdyumova

Distance education has been lately very popular abroad. It is necessary to look through somespecial aspects of lessons construction in blended learning abroad. Many discussions took place abroad about different barriers in distant education. A low degree of communication is part of most barriers to distance education. Communication improvement in distance education greatly depends on capability to manage strategically one’s learning and other people’s learning. Teachers use more and more new information and communication technologies joined with computer supported collaborative learning. Some foreign researchers in their work use the terms “self-regulated learning”, “socially shared regulation of learning”, “computer supported collaborative learning”, which illustrate technological activity in the process of distant learning. Because of such education, students form vitally important skills based in such key competencies as critical thinking, problem solving, teamwork, communication, collaboration, creativity, analytical and inter-cultural skills.


Author(s):  
Teodora Constantinescu ◽  
Oswald Devisch ◽  
Georgi Kostov

We witness a growing interest from urban designers in technology to understand cities as complex systems. However, more than often, the use of such technologies is a one-way knowledge generation, meaning that the urban designer is the one benefiting the most. Serious games have the ability to create concepts that lead to a better understanding of the issues that arise in urban development, improving society's implication in the process. This chapter addresses the potential of serious game mechanics to produce mutual transfer of knowledge and solutions able to enhance urban development strategies. Serious games can be one possible answer to motivate citizens and create social awareness and appropriation. Discussing the City Makers game prototype, authors underline the advantages of game mechanics as thinking mechanisms in improving urban development dynamics.


2009 ◽  
pp. 216-231 ◽  
Author(s):  
Sosuke Miura

This chapter presents the SketchMap system, which supports children’s situated learning by their experience of creating maps. In an outdoor environment, each child creates a map in the region of his or her school using a SketchMap client. The map is uploaded to the SketchMap server to be shared with other children who have created maps of different areas. Children can add new information to the maps or can edit them in their classrooms or in their homes. The goal of the SketchMap project is to investigate whether it the integration of outdoor and classroom activities, and the sharing of the children’s experiences through the maps, can actually promote collaborative learning. This system has been used in the classes “safety map” and “nature exploration” in a Japanese elementary school, and an evaluation of the system has also been performed. Some issues that were identified during the educational activities are also described here.


2004 ◽  
Vol 10 (2) ◽  
pp. 202-211 ◽  
Author(s):  
Rex D Simmons ◽  
Anne-Louise Ponsonby ◽  
Ingrid AF van der Mei ◽  
Peter Sheridan

Evolving information techno logy has raised the possibility of new methods of data collection in multiple sclerosis (MS) research. A n anonymous, self-report, Internet-based survey was developed, which asked people with MS their opinion on how various extrinsic factors affected their condition. From September 2001 to July 2002, a total of 2529 people completed the questionnaire. The demographic and clinical profiles of the anonymous respondents indicated that most were likely to have MS. C ommon factors reported as beneficial were cannabis, cold baths, meditation and dietar y factors. C ommon adverse factors reported were high stress, exposure to high temperatures and viral infections. There was an increasing report of high temperatures as being adverse with increasing respondent age (test for trend, P B-0.001). The adverse report of high temperatures correlated significantly with the report of strong sunlight apparently making MS worse (r =0.35, P B-0.0001). In A ustralia, high temperatur es were more likely to be reported as adverse in warmer, lower latitude regions. The association between strong sunlight as adverse and age or region did not persist after adjustment for high temperatures. Thus, this apparent adverse factor appeared to relate to solar heat, not solar light. People with MS may risk vitamin D deficiency because of sun avoidance due to heat-related fatigue or intolerance. This is of clinical significance not only for bone health but because vitamin D may have beneficial immunomodulatory properties. The present study provides new information from people with MS on factors that may influence symptoms or clinical course. This information will now be used in the design of formal epidemiological cohort studies.


Author(s):  
Chantal Labonté ◽  
Veronica R. Smith

In the current study, the researchers examine the validity of a questionnaire assessing students’ perceptions of their self-directed learning and collaborative learning with and without technology with a group of Canadian middle school students. Lee and colleagues (2014) developed an 18-item questionnaire for use in assessing high school students’ perceptions of their learning in Singapore. Three hundred and twenty middle school students from across Alberta, Canada completed the questionnaire. The results of a confirmatory factor analysis revealed that the questionnaire did not have sufficient model fit. The researchers used a jackknifing procedure to systematically remove four items in order to achieve a psychometrically sound questionnaire. The results suggest that the reduced questionnaire is a useful self-report instrument for assessing Canadian middle school students’ perceptions of their learning. Dans la présente étude, les chercheurs examinent la validité d’un questionnaire évaluant les perceptions qu’ont les élèves de leur apprentissage autonome et collaboratif, avec et sans technologie, au sein d’un groupe d’élèves d’écoles intermédiaires canadiennes. Lee et ses collègues (2014) ont développé un questionnaire de 18 items pour évaluer les perceptions qu’ont des élèves d’écoles secondaires quant à leur apprentissage. Trois cent vingt élèves d’écoles intermédiaires à travers l’Alberta, au Canada, ont rempli le questionnaire. Les résultats d’une analyse factorielle confirmatoire ont révélé que le questionnaire avait été insuffisamment ajusté au modèle. Les chercheurs se sont servis d’une procédure de jackknife afin de supprimer systématiquement quatre items afin d’obtenir un questionnaire solide sur le plan psychométrique. Les résultats suggèrent que le questionnaire raccourci est un instrument utile pour l’auto-évaluation des perceptions qu’ont des élèves d’écoles intermédiaires quant à leur apprentissage.


F1000Research ◽  
2016 ◽  
Vol 5 ◽  
pp. 1396 ◽  
Author(s):  
Carrie L. Iwema ◽  
John LaDue ◽  
Angela Zack ◽  
Ansuman Chattopadhyay

The time it takes for a completed manuscript to be published traditionally can be extremely lengthy. Article publication delay, which occurs in part due to constraints associated with peer review, can prevent the timely dissemination of critical and actionable data associated with new information on rare diseases or developing health concerns such as Zika virus. Preprint servers are open access online repositories housing preprint research articles that enable authors (1) to make their research immediately and freely available and (2) to receive commentary and peer review prior to journal submission. There is a growing movement of preprint advocates aiming to change the current journal publication and peer review system, proposing that preprints catalyze biomedical discovery, support career advancement, and improve scientific communication. While the number of articles submitted to and hosted by preprint servers are gradually increasing, there has been no simple way to identify biomedical research published in a preprint format, as they are not typically indexed and are only discoverable by directly searching the specific preprint server websites. To address this issue, we created a search engine that quickly compiles preprints from disparate host repositories and provides a one-stop search solution. Additionally, we developed a web application that bolsters the discovery of preprints by enabling each and every word or phrase appearing to with articles from preprint servers. This tool, search.bioPreprint, is publicly available at http://www.hsls.pitt.edu/resources/preprint.


2020 ◽  
Author(s):  
Cevin Zhang ◽  
Jannicke Baalsrud Hauge ◽  
Karin Pukk Härenstam ◽  
Sebastiaan Meijer

BACKGROUND Using serious games for learning in operations management is well established. However, especially for logistics skills in health care operations, there is little work on the design of game mechanics for learning engagement and the achievement of the desired learning goals. OBJECTIVE This contribution presents a serious game design representing patient flow characteristics, systemic resource configurations, and the roles of the players based on a real Swedish emergency ward. The game was tested in a set of game-based learning practices in the modalities of a physical board game and an online multiplayer serious game that implemented the same game structure. METHODS First, survey scores were collected using the Game Experience Questionnaire Core and Social Presence Modules to evaluate the experience and acceptance of the proposed design to gamify real processes in emergency care. Second, lag sequential analysis was applied to analyze the impact of the game mechanics on learning behavior transitions. Lastly, regression analysis was used to understand whether learning engagement attributes could potentially serve as significant predicting variables for logistical performance in a simulated learning environment. RESULTS A total of 36 students from courses in engineering and management at KTH Royal Institute of Technology participated in both game-based learning practices during the autumn and spring semesters of 2019 and 2020. For the Core Module, significant differences were found for the scores for negative affect and tension compared with the rest of the module. For the Social Presence Module, significant differences were found in the scores for the psychological involvement – negative feelings dimension compared with the rest of the module. During the process of content generation, the participant had access to circulating management resources and could edit profiles. The standard regression analysis output yielded a ΔR<sup>2</sup> of 0.796 (F1<sub>4,31</sub>=2725.49, <i>P</i>&lt;.001) for the board version and 0.702 (F2<sub>4,31</sub>=2635.31, <i>P</i>&lt;.001) for the multiplayer online version after the learning engagement attributes. CONCLUSIONS The high scores of positive affect and immersion compared to the low scores of negative feelings demonstrated the motivating and cognitive involvement impact of the game. The proposed game mechanics have visible effects on significant correlation parameters between the majority of scoring features and changes in learning engagement attributes. Therefore, we conclude that for enhancing learning in logistical aspects of health care, serious games that are steered by well-designed scoring mechanisms can be used.


Author(s):  
AbdelGhani Karkar ◽  
Somaya AlMaadeed ◽  
Rehab Salem ◽  
Mariam AbdelHady ◽  
Sara Abou-Aggour ◽  
...  

Overweight and obesity is a situation where a person has stacked too much fat that might affect negatively his/her health. Many people skip doing exercises due to several facts related to the encouragement, health-awareness, and time ar-rangement. Diverse aerobic video games have been proposed to help users in do-ing exercises. However, we observe some limitations in existing games. For in-stance, they don’t give correct scores while wearing Arabic traditional suits, they don’t consider showing immersive realistic scenes, and they don’t stimulate users to do exercises and keeping them encouraged to play more. We propose in this paper an aerobic video game that displays real scenes of aerobic coaches and keeps the user notified about doing exercises. It is a kind of serious games that allows users to learn aerobic movements and practice with aerobic coaches. It contains several exercises in which each can be played on normal screen or in fully immersive virtual reality (VR). While the user is playing, he/she can see the playing score with the estimated amount of burned calories. It stores the time when the user plays to remind him/her about doing exercises again. The profound user studies demonstrated the usability and effectiveness of the proposed game.


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