Game Design as a Compelling Experience

Author(s):  
Wei Qiu ◽  
Yong Zhao

This study explored the nature and design of a compelling experience: game design. Thirty-six college juniors in the software engineering major participated in a semester-long project to design games for Chinese language learning. The project was designed to help engineering students understand educational and other issues in designing educational games. Results show that game design expanded students’ perceptive capacity; enhanced their subject-matter understanding, problem-solving skills, meta-learning ability and motivation; and facilitated students’ reflection on themselves as well as their environments. Factors are discussed to make a game design learning experience compelling

Author(s):  
Nadine Ibrahim ◽  
Allison Van Beek

A new learning opportunity among civil engineering students is learning about urbanization in cities, which combines the sub-disciplines of civil engineering in a seamlessly interdisciplinary manner.  One of the greatest benefits of learning about a global phenomenon such as urbanization is introducing the opportunities to offer examples of the technological, cultural and social diversity surrounding the evolution of urban design, technologies and sustainable strategies from global cities. The ability to have a globally diverse classroom to bring in these perspectives and create a learning experience that captures this information sharing and exchange can be created through course design, learning activities, and assessments, hence the “global classroom.”  The authors present a case study of the global classroom for the online course “Sustainable Cities: Adding an African Perspective” and share their perspective on learner-driven formats that support the global classroom, which hinges upon students’ own interest and commitment to an online learning format.  


2022 ◽  
pp. 217-231
Author(s):  
Chenxiang Elaine Ji

After mapping dimensions and directions of experience in applying mobile technologies to Chinese language learning, another key task is to measure different levels of experience in terms of its dimensions and directions of learners' experience in leveraging mobile technologies, mobile learning apps in particular. Equipped with the proposed 6E-r framework of mobile experience, this chapter provides indicators and criteria in measuring mobile learning experience in applying mobile technologies to Chinese language learning around the world. This chapter also developed an online questionnaire for future research reference in order to successfully gauge the different levels of experience in applying mobile technologies to Chinese language learning. Ultimately, this chapter attempted to resolve the research question, that is, how mobile learning experience is enhanced by narrowing the gap between the normative experience and the empirical experience.


2021 ◽  
Author(s):  
Fatmah Sewelem Alalwany

Studies into the use of gamification, “the use of game design elements in non-game contexts” (Deterding et al, 2011, p9) for language learning, has found positive results on language development and enhancing learner engagement toward the learning process, but they have mostly focused on the effectiveness of gamification rather on learner’s attitudes, motivation, and autonomy toward the gamified language learning experience. This research presents the results for a study into the use of a gamified reading website, Readtheory.org, that incorporates the use of gamification elements of badges, knowledge points (KPs), levels, and feedback to enhance reading comprehension. Thus, this study examines 50 undergraduate university students’ attitudes, motivation, autonomy and perceptions toward enhancing their reading skills. The data were collected from students’ interviews and questionnaires at YELI in KSA. The findings showed that students’ attitudes are high toward the gamified platform and that the utilization of Readtheory motivates students to read independently using the website inside and outside the classroom. The main advantage of Read theory is it can be easily used anywhere-anytime, a better alternative to traditional reading methods and it can be adopted to enhance student’s reading comprehension.


Author(s):  
Maryam Miriestahbanat ◽  
Sareh Majidi Ivari ◽  
Yousef R. Shayan

• The student-center method is designed to address the noticeable learning demands, interests, desires, or cultural backgrounds of individual students and groups of students.• This method includes a wide variety of educational programs, learning experience, educational techniques, and academic support procedures.• In this method, teachers, schools, guidance counselors, and other educational specialists apply different educational techniques such as modifying the educational strategies in the classroom and assignments.• One example of the educational strategy in the classroom is redesigning the way in which students are grouped and taught in a class.• The student-centered method can improve independent problem-solving skills.• In this method, which is based on the constructivist learning theory, the students are participated in choosing what they will learn and how their learning will be evaluated.• Applying this technique, especially in classes with a low number of students, provides an opportunity for the students to deeply analyze the conceptual and mathematical problems through mutual communications.


2015 ◽  
Vol 12 (1) ◽  
pp. 22-47 ◽  
Author(s):  
Han Luo

This study examines Chinese language learning anxiety and its associated factors among heritage learners. Heritage learners are those who have at least one parent whose native language is a variety of Chinese. They form three sub-groups: heritage learners without a Chinese language background, heritage learners with a background in Mandarin, and heritage learners with a nonMandarin variety background. Chinese heritage learners were found to experience lower levels of anxiety compared to foreign language learners in previous studies and to be more anxious about reading and writing than about speaking and listening. The three sub-groups of Chinese heritage learners’ anxiety experiences in Chinese classes were different. Heritage learners without a Chinese language background were the most anxious, followed by heritage learners with a non-Mandarin variety background, with the Mandarin group being the least anxious. The Mandarin group was significantly less anxious about speaking and listening than the other two groups. The three sub-groups’ anxiety experiences associated with reading and writing tended to be more similar. Correlation and multiple regression results showed that motivation, perceived difficulty level of Chinese, perceived language learning ability, and self-perceived achievement in Chinese classes were significant predictors of anxiety.


2022 ◽  
pp. 201-216
Author(s):  
Tingting Zhao

Advances in mobile technologies have greatly enhanced Chinese language learning. In applying mobile technologies to Chinese language learning, on top of evaluating their impact, one of the key areas is to map where different components of mobile learning experience lie in leveraging mobile technologies for enhancing Chinese language learning. Equipped with the framework of mobile experience, this chapter provides a unique approach to serve as a stepping stone that would lead to more discoveries of innovative and effective ways for mapping mobile learning experience in applying mobile technologies to Chinese language learning around the world.


Author(s):  
Wenting Ma

To improve the efficiency and effect of mechanical English learning, the advantages of computer-assisted learning is analyzed, and the teaching model based on Multimedia network is proposed. By means of comparing the results of the experimental teaching model, conclusions are drawn that the experimental type (ET) can stimulate students’ motivation much more than the control type (CP) can do. To elaborate the theoretical foundations of both task-based language teaching (TBLT) and computer assisted language learning (CALL) for mechanical engineering students, it shows the necessity and feasibility of TBLT based on Multimedia- Network for mechanical English. A teaching model for mechanical English is constructed which includes an experimental research in its application in teaching mechanical engineering students. The result of the experiment proves that the task-based teaching model based on multimedia network changes the students’ passive attitude in traditional teaching process and makes them more active in the class. In this case students’ interest and creativity are stimulated and their autonomous learning ability can be trained.


Author(s):  
Liang-Wu Cai

Symbolic analysis is one of the most feared tasks for many undergraduate students in engineering disciplines. Students argue that, without numerical values, it is difficult to make a sense out of a long expression. Instructors have experienced that students are diffident in such analyses; and they quickly lose interest in the topic. This trend has been enhanced with more prevalent use of computers in engineering curricula in recent years. In the senior level Mechanical Vibrations course, this author has experimented with an innovative procedure of using mathematical software such as MATLAB to enhance the students’ learning experience with extensive symbolic calculations. In this experiment, MATLAB is used as a rudimentary plotting device that allows students to plot curves. The procedure provides students a systematical approach to produce parametric plots from an analytical expression, and to validate the expression on physical grounds. This innovative procedure has changed students’ perception about long expressions, decreased their fear, and boosted their confidence in their analytical skills. All these help student to develop a more positive altitude towards symbolic analyses.


2020 ◽  
Vol 0 (0) ◽  
Author(s):  
Marina Stojanovska

AbstractThe purpose of game-based learning is to design learning activities that introduce or explain concepts in more attractive way than in the traditional classroom. Using educational games in the classroom enables innovative and interactive lesson in which the material is seen from a different perspective or point of view. Play is connected to creativity, higher-order thinking, inquiring and problem-solving skills, decision making, collaboration, communication and the development of positive attitudes toward chemistry. The aim of this paper is to emphasize the importance of game-based learning approach in the classroom. Several good practice examples of games and puzzles for chemistry teaching are given to illustrate their applicability in the classroom and to serve as an idea for teachers, thus motivating them to be more creative in finding ways to implement this method and create their own puzzles according to their needs and classroom settings. Motivated by the International Year of the Periodic Table, puzzles are related to the Periodic Table concepts. The presented games can be used to create an escape room classroom, but they can be used independently. We believe that the use of games for educational purposes will be of great benefit to students.


Author(s):  
Nurzal Effiyana Ghazali ◽  
Khairiyah Mohd. Yusof ◽  
Fatin Aliah Phang ◽  
Rashidah Arsat ◽  
Nur Azliza Ahmad ◽  
...  

Current students must prepare themselves with the necessary skills for employment in the engineering industry. In addition, students should prepare themselves to work globally. Along with the needs, Shibaura Institute of Technology introduces a program named global Project-Based Learning (gPBL). Malaysian students from different educational backgrounds joined this pro-gram to experience new skills. The program was participated by 34 students from Malaysia and Japan. Current engineering education is focusing on a course that can foster students’ creativity and critical thinking. Therefore, this study explores students’ experiences in gPBL and what student skills developed throughout the program. Students reported their experiences through the self-reflective journal. Then, thematic analysis was used to analyze the students’ self-reflective journals. The results show gPBL promotes thinking and problem-solving skills, encourages students to work with peers in other fields, and encourages students to adapt to a new culture.


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