Games-Based Learning, Destination Feedback and Adaptation

Author(s):  
Daniel Burgos ◽  
Christof van Nimwegen

Serious games are suitable for learning. They are a good environment for improving the learning experience. As a key part of this setting, feedback becomes a useful support for decision making and can reinforce the learning process in order to achieve certain objectives. Destination feedback allows users to draw on strategies and improve skills. However, too much feedback can make the learner too dependant on external advice when taking the next action, resulting in a weaker strategy and a lower performance. In this chapter the authors introduce a conceptual approach to feedback in E-Learning with serious games; how useful or harmful it can be in a learning process. They describe a case study carried out with a simulation of an educational planning task. The authors studied the performance of 43 learners who had, or did not have, visual destination feedback in a problem solving task. They conclude that in this context, too much assistance can be counterproductive.

2011 ◽  
pp. 1048-1059
Author(s):  
Daniel Burgos ◽  
Christof van Nimwegen

Serious games are suitable for learning. They are a good environment for improving the learning experience. As a key part of this setting, feedback becomes a useful support for decision making and can reinforce the learning process in order to achieve certain objectives. Destination feedback allows users to draw on strategies and improve skills. However, too much feedback can make the learner too dependant on external advice when taking the next action, resulting in a weaker strategy and a lower performance. In this chapter the authors introduce a conceptual approach to feedback in E-Learning with serious games; how useful or harmful it can be in a learning process. They describe a case study carried out with a simulation of an educational planning task. The authors studied the performance of 43 learners who had, or did not have, visual destination feedback in a problem solving task. They conclude that in this context, too much assistance can be counterproductive.


2022 ◽  
pp. 131-154
Author(s):  
Isaac J. Pérez-López ◽  
Carmen Navarro-Mateos

During the 2019/2020 academic year, a learning experience built based on the famous cooking show Master Chef was implemented. This was executed in the specialization in Physical Education of the teaching Master's degree. During this experience, candidates (the student body) had to face different weekly challenges (individual, in groups, and eliminatory) based on the ingredients (course contents) that were presented weekly by the chef (the professor). This proposal was built using active methodologies as a reference, turning the student body into the protagonists of their learning process and encouraging those competencies that a good teacher needs in their day-to-day life. The authors ensured that the essence of the original program, characterized by requiring good time-managing skills, continuous decision making, or necessary emotional management, was maintained. At the same time, they took special care of details such as aesthetics or the language employed in Master Chef. Results show the viability and potential of this type of approach in the formative process of future teaching staff.


2020 ◽  
Vol 12 (22) ◽  
pp. 9584
Author(s):  
Angel Jaramillo-Alcázar ◽  
Paz Cortez-Silva ◽  
Marco Galarza-Castillo ◽  
Sergio Luján-Mora

Video games that are used as teaching tools are called serious games. However, there is an important factor that is not usually considered in the design of serious games— the inclusion of people with disabilities. Inclusion can be reached only if accessibility takes on an important role for all. On the other hand, new trends have resulted in different smart devices being used in classrooms. These devices also allow for applications, such as serious games, to be used to support people’s learning process. Despite this, these applications are generally not multi-platform and do not usually consider accessibility features for people with disabilities. This paper proposes a method to develop accessible online serious games that consider people with disabilities as potential users. The method is applied in the case study of an online serious game that teaches about the architecture of a computer in a fun and entertaining way. The method also presents and describes several guidelines to improve online serious game accessibility for people with disabilities. Finally, tests are conducted with some users to gather information about the online serious game and the accessibility features included. This study has important implications for the development of learning tools that consider people with disabilities.


2014 ◽  
Vol 56 (4) ◽  
pp. 287-302 ◽  
Author(s):  
Mathews Nkhoma ◽  
Narumon Sriratanaviriyakul ◽  
Hiep Pham Cong ◽  
Tri Khai Lam

Purpose – The purpose of this paper is to understand the impact of real, localized case studies on students’ learning engagement, the learning process and learning experience and the role of such case studies in influencing students’ learning outcomes. Design/methodology/approach – Data were collected from 400 undergraduate students through an online questionnaire immediately after discussion of the case in Business Information Systems classes. Student learning from the case study was measured by two components consisting of case knowledge and case perceptions. The student course engagement questionnaire was used to examine engagement in skills, emotions, participation and performance while the study process questionnaire was administered to assess students’ learning approaches. Additionally, the seven predominant roles of the feedback were used to analyse students’ learning experience. Finally, students’ learning outcomes were assessed both in group performance and individual performance. Structure equation modelling was applied to test the causal model. Findings – The results revealed that the case study had a positive influence on students’ engagement in skills and emotions. Moreover, case perceptions led students to surface approach in their learning. Furthermore, case knowledge had a positive impact on the learning experience. Research limitations/implications – The study suggests that localized case studies should be designed cautiously. Furthermore the method of instruction regarding the method must be clearly explained for undergraduate students. Future research should consider a way of evaluating academic achievement as a result of using localized cases. Originality/value – The findings reported in the paper contributed to an area of educational research by emphasizing on the mediating role of learning engagement, the learning process and the learning experience.


Webology ◽  
2021 ◽  
Vol 18 (2) ◽  
pp. 1023-1034
Author(s):  
Sumartono Sumartono ◽  
Nuril Huda ◽  
Wildan Akbar Hashemi Rafsanjani

The rapid development of information technology can answer problems that arise after the Covid-19 pandemic, especially problems in the learning process. Information technology that plays a role in the world of education which is currently booming is online learning. Online learning is different from ordinary learning, online learning places more emphasis on student's ability to receive and process information. Online learning serves as a liaison between teachers and students through the internet network that can be accessed anytime and anywhere. There are various online media used in the learning process including; WhatsApp, Google Meet, Zoom, Classroom, and even e-learning. But among these media, the easiest to use is WhatsApp, which is easily accessible at every level of education. Online learning is now an effective medium for the learning process at all levels. For an effective and optimal online learning process, there are several learning models offered by experts during the Covid-19 pandemic, including; Online Model, Offline Model, Online e-learning Model, Project-Based Learning, and Blended Learning.


2021 ◽  
Vol 11 (1) ◽  
pp. 6637-6644
Author(s):  
H. El Fazazi ◽  
M. Elgarej ◽  
M. Qbadou ◽  
K. Mansouri

Adaptive e-learning systems are created to facilitate the learning process. These systems are able to suggest the student the most suitable pedagogical strategy and to extract the information and characteristics of the learners. A multi-agent system is a collection of organized and independent agents that communicate with each other to resolve a problem or complete a well-defined objective. These agents are always in communication and they can be homogeneous or heterogeneous and may or may not have common objectives. The application of the multi-agent approach in adaptive e-learning systems can enhance the learning process quality by customizing the contents to students’ needs. The agents in these systems collaborate to provide a personalized learning experience. In this paper, a design of an adaptative e-learning system based on a multi-agent approach and reinforcement learning is presented. The main objective of this system is the recommendation to the students of a learning path that meets their characteristics and preferences using the Q-learning algorithm. The proposed system is focused on three principal characteristics, the learning style according to the Felder-Silverman learning style model, the knowledge level, and the student's possible disabilities. Three types of disabilities were taken into account, namely hearing impairments, visual impairments, and dyslexia. The system will be able to provide the students with a sequence of learning objects that matches their profiles for a personalized learning experience.


2021 ◽  
Vol 3 (11) ◽  
pp. 133-140
Author(s):  
Omer Ahmed Omer ◽  
Nadra Abd Allah Ali

The current qualitative study aims at exploring and analyzing in a descriptive way the impact of e-learning on different interactions forms in French virtual class in order to strengthen the students’ engagement in this type of class. The problem that we encounter when it comes to French virtual class is the lack of spontaneous and active interactions which could negatively affect the learning process. The study was based on data collected from structured observations conducted throughout the 2nd semester 2020/2021. The results show that the general interaction rate is unsatisfactory; especially the peers’ interaction rate which is the worst. To enhance the virtual class interactions, some tips and practices have been recommended. A further study may help to identify the factors that affect the interactions in virtual class.


Author(s):  
Lamia Mahnane ◽  
Mohamed Hafidi

Adaptive E-learning Hypermedia Systems (AEHS) are an innovative approach to a web learning experience delivery. They try to solve main shortcomings of classical hypermedia e-learning applications: “one-size-fits-all” approach and “lost-in-hyperspace” phenomena by adapting the learning content and its presentation to needs, goals, thinking styles and learning styles of every individual learner. This paper outlines a new approach to automatically detect learner's thinking and learning styles, and taking into account that thinking and learning styles may change during the learning process in an unexpected and unpredictable way. The authors' approach is based on the Felder Learning Styles Model and Hermann thinking styles model.


2012 ◽  
Vol 3 (2) ◽  
pp. 18-26 ◽  
Author(s):  
Kamaljeet Sandhu

User learning experience may be considered as one of the prominent factors shaping the adoption of web-based systems. Web-based learners interfacing with large amounts of information the rationale is to deduce the effect in the current web-based task environment. Understanding Web-based learner perception on the basis of the prior experience with information may provide insights into what constitutes in driving those perceptions and their effect in the current and future web-based learning process. The paper demonstrates theoretical context of user learning experience with information and proceeds in an attempt to distinguish factors in using web-based systems.


Author(s):  
Bernarda Kosel

The purpose of this case study is to offer some suggestions on assessingstudent-centered groups, and show how self and peer assessment cancomplement a teacher’s assessment. The case study reports on whichassessment tools have been developed to measure students’ work in twoEuropean Leonardo da Vinci projects. The project used problem-basedlearning to teach English by combining this with a technical subject. A briefreport about the experiences on using an e-learning environment(Blackboard) in which the second project was carried out is also given.Assessment is divided into the process and product strands. The assessmenttools for each strand are proposed. These include rating scales forassessing the presentation and report, as well as self and peer assessmentquestionnaires for assessing the learning process.


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