To Play or to Learn?

Gamification ◽  
2015 ◽  
pp. 2040-2061
Author(s):  
Joan J. Erickson

Research evidence of the last two decades indicates positive effects of game-based learning on students' attitude and performance in math education. Game-based Internet math sites are geared to help students stay motivated and master grade-appropriate math concepts. This review presents One) a literature review on game-based learning via instructional design and game design considerations, Two) a tabulated review of 30 Internet math games from a math educator's first-hand experience in playing and critiquing in reference to Grades 6th - 8th players' motivation and cognition. Its educational implications include helping educators (a) select Internet math games with a heightened awareness of Internet games' motivational factors and concept-building potential during gameplay and (b) incorporate game-based technology to foster meaningful immersion when students explore mathematical concepts.

Author(s):  
Joan J. Erickson

Research evidence of the last two decades indicates positive effects of game-based learning on students' attitude and performance in math education. Game-based Internet math sites are geared to help students stay motivated and master grade-appropriate math concepts. This review presents One) a literature review on game-based learning via instructional design and game design considerations, Two) a tabulated review of 30 Internet math games from a math educator's first-hand experience in playing and critiquing in reference to Grades 6th - 8th players' motivation and cognition. Its educational implications include helping educators (a) select Internet math games with a heightened awareness of Internet games' motivational factors and concept-building potential during gameplay and (b) incorporate game-based technology to foster meaningful immersion when students explore mathematical concepts.


Author(s):  
Jan-Paul van Staalduinen

As of yet, there is no clear relationship between game elements and deep learning. This chapter used a literature review to create an overview of 25 game elements that contribute to learning. The TOPSIM game, by TATA Interactive Systems, was used in a case study to delve into the educational impact of 16 of these game elements. Using pre-game and post-game tests, it was concluded that the students learned from the game, and that they considered the following elements to contribute to their learning: ‘action-domain-link’, ‘adaptation’, ‘debriefing’, ‘conflict’, ‘control’, ‘fantasy’, ‘goals/objectives’, ‘mystery’, and ‘safety’. These results will be used in the construction of a game-based learning model that also incorporates theory on education game design, research on educational elements and principles in games, and theory on core elements that make up all games, whether educational or entertaining.


2018 ◽  
pp. 1122-1141 ◽  
Author(s):  
Taehyeong Lim ◽  
Sungwoong Lee ◽  
Fengfeng Ke

The purpose of this study was to investigate future teachers' experiences and perceptions of using a virtual reality game for elementary math education. The virtual reality game was designed and developed to integrate a musical activity (beat-making) into the math learning of fractions. Five math education major students participated in this study. Participants' perceptions, experiences, and interactions regarding the game were examined through observation, screen recording, survey, and interviews. A thematic analysis found three major themes: Transformative presentation of fractions via musical concepts, integration of music into math to enhance learner motivation, and learning-constructive game design features. The findings showed that the concept of fractions is effectively represented via beat-making in the virtual reality game. The study also illustrated that musical term clarification and adaptive, haptic manipulation are salient design features that influence game-based learning.


2017 ◽  
Vol 7 (1) ◽  
pp. 57-73 ◽  
Author(s):  
Taehyeong Lim ◽  
Sungwoong Lee ◽  
Fengfeng Ke

The purpose of this study was to investigate future teachers' experiences and perceptions of using a virtual reality game for elementary math education. The virtual reality game was designed and developed to integrate a musical activity (beat-making) into the math learning of fractions. Five math education major students participated in this study. Participants' perceptions, experiences, and interactions regarding the game were examined through observation, screen recording, survey, and interviews. A thematic analysis found three major themes: Transformative presentation of fractions via musical concepts, integration of music into math to enhance learner motivation, and learning-constructive game design features. The findings showed that the concept of fractions is effectively represented via beat-making in the virtual reality game. The study also illustrated that musical term clarification and adaptive, haptic manipulation are salient design features that influence game-based learning.


2018 ◽  
Vol 62 (2) ◽  
pp. 97-107 ◽  
Author(s):  
Nina Keith

Abstract. The positive effects of goal setting on motivation and performance are among the most established findings of industrial–organizational psychology. Accordingly, goal setting is a common management technique. Lately, however, potential negative effects of goal-setting, for example, on unethical behavior, are increasingly being discussed. This research replicates and extends a laboratory experiment conducted in the United States. In one of three goal conditions (do-your-best goals, consistently high goals, increasingly high goals), 101 participants worked on a search task in five rounds. Half of them (transparency yes/no) were informed at the outset about goal development. We did not find the expected effects on unethical behavior but medium-to-large effects on subjective variables: Perceived fairness of goals and goal commitment were least favorable in the increasing-goal condition, particularly in later goal rounds. Results indicate that when designing goal-setting interventions, organizations may consider potential undesirable long-term effects.


2020 ◽  
Vol 48 (9) ◽  
pp. 1-12
Author(s):  
Karwan Hamasalih Qadir ◽  
Mehmet Yeşiltaş

Since 2003 the number of small- and medium-sized enterprises (SMEs) has increased exponentially in Iraqi Kurdistan. To facilitate further growth the owners and chief executive officers of these enterprises have sought to improve their leadership skills. This study examined the effect of transactional and transformational leadership styles on organizational commitment and performance in Iraqi Kurdistan SMEs, and the mediating effect of organizational commitment in these relationships. We distributed 530 questionnaires and collected 400 valid responses (75% response rate) from 115 SME owners/chief executive officers and 285 employees. The results demonstrate there were positive effects of both types of leadership style on organizational performance. Further, the significant mediating effect of organizational commitment in both relationships shows the importance of this variable for leader effectiveness among entrepreneurs in Iraqi Kurdistan, and foreign entrepreneurs engaging in new businesses in the region.


2021 ◽  
Vol 1 ◽  
pp. 2841-2850
Author(s):  
Didunoluwa Obilanade ◽  
Christo Dordlofva ◽  
Peter Törlind

AbstractOne often-cited benefit of using metal additive manufacturing (AM) is the possibility to design and produce complex geometries that suit the required function and performance of end-use parts. In this context, laser powder bed fusion (LPBF) is one suitable AM process. Due to accessibility issues and cost-reduction potentials, such ‘complex’ LPBF parts should utilise net-shape manufacturing with minimal use of post-process machining. The inherent surface roughness of LPBF could, however, impede part performance, especially from a structural perspective and in particular regarding fatigue. Engineers must therefore understand the influence of surface roughness on part performance and how to consider it during design. This paper presents a systematic literature review of research related to LPBF surface roughness. In general, research focuses on the relationship between surface roughness and LPBF build parameters, material properties, or post-processing. Research on design support on how to consider surface roughness during design for AM is however scarce. Future research on such supports is therefore important given the effects of surface roughness highlighted in other research fields.


2021 ◽  
Vol 13 (3) ◽  
pp. 1036
Author(s):  
Siri Willskytt

Consumable products have received less attention in the circular economy (CE), particularly in regard to the design of resource-efficient products. This literature review investigates the extent to which existing design guidelines for resource-efficient products are applicable to consumables. This analysis is divided into two parts. The first investigates the extent to which general product-design guidelines (i.e., applicable to both durables and consumables) are applicable to consumables. This analysis also scrutinizes the type of recommendations presented by the ecodesign and circular product design, to investigate the novel aspects of the CE in product design. The second analysis examines the type of design considerations the literature on product-type specific design guidelines recommends for specific consumables and whether such guidelines are transferable. The analysis of general guidelines showed that, although guidelines are intended to be general and applicable to many types of products, their applicability to consumable products is limited. Less than half of their recommendations can be applied to consumables. The analysis also identified several design considerations that are transferable between product-specific design guidelines. This paper shows the importance of the life-cycle perspective in product design, to maximize the opportunities to improve consumables.


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