Development, Identity, and Game-Based Learning

Author(s):  
Yam San Chee ◽  
Kenneth Yang Teck Lim

This chapter considers the use of computer games to help students construct their personal identity and develop dispositions that become active and responsible citizenship. It argues that the construction of identity requires both performative and narrative components and that these elements can be realized in a learning environment that affords students the opportunity to engage in a dialectic interplay between role playing in a game world and dialogic interaction outside of the game world. Research findings from an initial data set showing how students project their identities onto in-game characters are shared. The findings suggest that role playing in computer games can be effective in fostering attitudes, values, and beliefs desired of citizenship education.

Author(s):  
Toni Malinovski ◽  
Marina Vasileva ◽  
Vladimir Trajkovik

<span>The integration of computer games in the primary school program is a challenging task which requires changes in the pedagogical approach and teaching practices. Since it is important to understand students, this study follows student-centered approach while evaluating different variables in computer game enhanced classes, which impact the overall students’ Quality of Experience (QoE). We involved a total of 114 students in several primary schools in Macedonia which participated in traditional and game-based learning environment. Students’ feedback was collected through surveys and the data set was analyzed with a path analysis model that illustrates relationships between relevant variables which influence students’ QoE in classes enhanced with computer games. We found that students’ motivation mostly influenced students’ QoE, which was also determined by the increased effectiveness and simplified way of learning. The research results correlated students’ QoE and learning outcomes during integration of computer games in primary schools, which were altogether increased against the traditional environment.</span>


2018 ◽  
Vol 11 (1) ◽  
Author(s):  
Florian Flueggen ◽  
Stephanie Doyle ◽  
Hermann Veith

Playing online computer games is a common leisure activity for adolescents. The aim of this study was to contribute to the understanding of how playing these games influences adolescents' development.The method used was interviews with six participants who had played the Massive-Multiplayer-Online-Role-Playing-Game “World of Warcraft” when they were adolescents. The transcripts of the interviews were analyzed drawing on grounded theory methods and on factors identified from developmental psychology.From the analysis it appeared that: (1) all six players had played the game differently and found individual ways to express themselves in the game; (2) these individual playstyles seemed to be related to the players’ personalities; and (3) in contrast to common claims in the popular media, playing the game probably supported a healthy development by providing social and personal aspects that their normal lives lacked.The main implication of these findings is that it cannot be assumed that all players use the same game in the same way, or that one game has the same effect on all players. While it makes research on the effect of games more complex, this observation is essential in understanding the diverse influences of computer games.


2021 ◽  
pp. 004912412098618
Author(s):  
Tim de Leeuw ◽  
Steffen Keijl

Although multiple organizational-level databases are frequently combined into one data set, there is no overview of the matching methods (MMs) that are utilized because the vast majority of studies does not report how this was done. Furthermore, it is unclear what the differences are between the utilized methods, and it is unclear whether research findings might be influenced by the utilized method. This article describes four commonly used methods for matching databases and potential issues. An empirical comparison of those methods used to combine regularly used organizational-level databases reveals large differences in the number of observations obtained. Furthermore, empirical analyses of these different methods reveal that several of them produce both systematic and random errors. These errors can result in erroneous estimations of regression coefficients in terms of direction and/or size as well as an issue where truly significant relationships might be found to be insignificant. This shows that research findings can be influenced by the MM used, which would argue in favor of the establishment of a preferred method as well as more transparency on the utilized method in future studies. This article provides insight into the matching process and methods, suggests a preferred method, and should aid researchers, reviewers, and editors with both combining multiple databases and describing and assessing them.


2021 ◽  
pp. medhum-2020-012038
Author(s):  
Rhonda Shaw ◽  
Robert Webb

In this article, we refer to the separation of solid organs from the body as bio-objects. We suggest that the transfer of these bio-objects is connected to emotions and affects that carry a range of different social and cultural meanings specific to the context of Aotearoa New Zealand. The discussion draws on research findings from a series of qualitative indepth interview studies conducted from 2008 to 2013 with Māori (the Indigenous people of Aotearoa New Zealand) and Pākehā (European settler New Zealanders) concerning their views on organ donation and transplantation. Our findings show both differences and similarities between Māori and Pākehā understandings of transplantation. Nevertheless, while many Māori draw on traditional principles, values and beliefs to reflect on their experiences in relation to embodiment, gift-giving, identity and well-being, Pākehā tend to subscribe to more Western understandings of identity in terms of health and well-being, in line with international literature on the topic. Rather than reflecting individualistic notions of the body and transplantation as the endpoint of healthcare as do Pākehā, Māori views are linked to wider conceptions of family, ancestry and belonging, demonstrating how different rationalities and ontologies affect practices and understandings surrounding organ transfer technology. In the article, we focus predominantly on Māori perspectives of organ transfer, contextualising the accounts and experiences of our research participants against the backdrop of a long history of settler colonialism and health inequalities in Aotearoa New Zealand.


Author(s):  
Krzystof Lukowicz ◽  
Artur Strzelecki

E-sport is one of the most rapidly growing branches of modern entertainment. Many factors influence this rapid progress such as easy access to the broadcast of matches, free e-sport games, or enjoying the favorite match are just a few of them. Moreover, the regularly growing number of tournaments organized (both online and hosted in the largest sports halls in the world) makes more and more older people interested in this phenomenon. Apart from the pure entertainment aspect, electronic sports offer great business opportunities. Proper use of social media allows generating high financial results for investors. The paper is dedicated to the user’s satisfaction from using social media profiles of e-sport organizations, teams, and players. The research covers the basic information about e-sport, social media, and e-marketing forms on social media for e-sport organizations. This work aims to assess the factors influencing the feeling of satisfaction with the use of the social media profile. The purpose of this study is to investigate the influence of Perceived Profile Usefulness, Perceived Entertainment, Identification with Organization and Players, and satisfaction on users’ Intention to Follow and Recommend social media profile of e-sport organization. The study tested and used the model in the context of social media profiles. The partial least square method of structural equation modeling is employed to test the proposed research model. The study utilizes an online survey to obtain data from 209 Polish e-sport enthusiasts (both players and spectators). The data set was analyzed using SmartPLS 3 software. The obtained results showed that the best predictor of users’ Satisfaction is Integration with Organization and Players, followed by Perceived Entertainment. Satisfaction predicts users’ Intention to Follow and Recommend the social media profile of the e-sport organization. The findings improve understanding regarding the marketing actions in e-sport’s social media profiles, and this work is therefore of particular interest to e-sport organizations, e-sport teams, and e-sport players. Keywords: E-sport, social media profile, satisfaction, computer games, social media marketing.


Throughout this book, the authors have disproved the dominant White, heterosexual, teen gamer image through highlighting current gamer facts and figures, as well as the research and literature in the area. However, despite these facts, figures, and previous research findings, it is apparent that the industry designs games for a White, heterosexual, male audience. Females tend to be underrepresented in games. This chapter looks at how female characters are often missing from games, especially as main characters, and when females are represented in games, they are often secondary characters and stereotypically represented most often in a hyper-sexualised way. This chapter identifies how computer games are designed for a male audience leaving female gamers as “other” within computer games and the wider gaming culture. It Discusses how females are underrepresented in games and the wider gaming culture reinforcing the “otherness” of the female gamer. It Reviews how the industry sexualises and eroticises women, and it considers how this might impact both male and female gamers as well as perpetuate the image that computer games are for boys.


2013 ◽  
pp. 881-891
Author(s):  
Venus Olla

This chapter focuses on a case study that involves the incorporation of ICT in particular gaming technology into the subject area of Citizenship Education (CE), a non-traditional ICT focused subject. The case study is within the context of a K-12 classroom and it explores the processes in which a classroom teacher may have to navigate to be able to use innovative ICT within their classroom. The case highlights the main issues as relating to pedagogical and institutional considerations.


Author(s):  
Harri Ketamo ◽  
Kristian Kiili ◽  
Sylvester Arnab ◽  
Ian Dunwell

The game-based learning approach has already shown its strengths from the learners’ point of view. However, there are numerous unrevealed ways to support teachers’ work within the game-based approach. Unfortunately, games that exclude the teacher from the game-based learning process dominate the markets, which is of great concern. Thus, the aim of this chapter is to study the use of novel game features that enable teachers to participate in game-based learning events. In this chapter, the teacher’s role in the game-based learning process is considered through several different game examples that are designed to fulfill both learners’ and teachers’ needs. The examples show that there are both computational and non-computational methods that can be used to support learning and teachers’ work in the game world. Based on previous results it can be argued that the diffusion of game-based learning can be facilitated only if both learners’ and teachers’ needs and goals are taken into account.


Gamification ◽  
2015 ◽  
pp. 1076-1096
Author(s):  
Kuo-Yu Liu

This study aimed at developing a Multiplayer Online Role Playing Game-based (MORPG) Learning system which enabled instructors to construct a game scenario and manage sharable and reusable learning content for multiple courses. It used the curriculum of “Introduction to Computer Science” as a study case to assess students' learning effectiveness on the subject of “computer network”. The sample was 56 freshman students, who were randomly assigned to two groups, one of which used the game-based learning and the other one the Web-based video lectures. Furthermore, this study also conducted the System Usability Scale (SUS) to measure satisfaction, usability and learnability of the developed management system for instructors. Five instructors were invited to participate in the practical use and evaluation. The results showed that game-based learning could be exploited as effective learning environments and game design system was usable and learnable for instructors to create learning games.


Author(s):  
Yam San Chee ◽  
Swee Kin Loke ◽  
Ek Ming Tan

In this chapter, we share a model of game-based learning for use in the context of classroom learning in school. The model is based on the dialectic interaction between game play and dialogic engagement with peers and teacher on one hand and a developmental trajectory of competence-through-performance on the other. It is instantiated in the context of a learning program related to citizenship education using the computer game Space Station Leonis. We argue for the importance of values in all learning, based upon a theory of becoming citizens that is founded on process philosophy. We relate values to dispositions as articulated manifestations of values and describe how the Leonis learning program helps to achieve dispositional shifts befitting citizenship education in a globalized and multi-cultural world.


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