Toward a Propensity-Oriented Player Typology in Educational Mobile Games

2018 ◽  
Vol 8 (2) ◽  
pp. 55-67
Author(s):  
Mehran Gholizadeh ◽  
Fattaneh Taghiyareh ◽  
Saeed Alvandkoohi

The pivotal role of identifying types of players is inevitable in the game contexts, and educational games are not an exception. This article aims to present a model of player-game interaction in the mobile game-based learning setting regarding the behavioral propensity. This model comprises five different features inherited from the player typology literature including precision, perfection, punctuality, presence, and pace. To this end, we analyzed the activities of players in a mobile educational game and then tried to classify players based on their preferences in how to deal with the game. Furthermore, as a step toward determining the association of features with each other, multiple linear regression analysis was conducted. The outcome of the investigations resulted in a model representing player interaction with the game in a way that it could be used to classify different types of players in educational mobile games.

2020 ◽  
pp. 073563312096921
Author(s):  
Zhonggen Yu ◽  
Mingle Gao ◽  
Lifei Wang

While educational games have been increasingly popular in education, insufficient studies have comprehensively reviewed their effectiveness. To complement this missing link, this study explored game-based learning outcomes including academic achievements, problem-solving, and critical thinking abilities, knowledge, learning efficiency, skills, student attitudes, and behaviors. Both negative and positive effects of educational games on motivation were also explored based on comprehensive literature analysis. The role of engagement in game-based learning was studied, coupled with the ways to enhance student engagement. We also explored the importance of gamified components in student satisfaction and provided constructive suggestions for designers and practitioners. Future research should highlight learning analytics and data mining techniques of educational game-based learning and try to find out solutions to address various problems to improve the effectiveness of educational games.


2021 ◽  
Vol 11 (2) ◽  
pp. 61-81
Author(s):  
Anik Das ◽  
Sumaiya Amin ◽  
Muhammad Ashad Kabir ◽  
Sabir Hossain ◽  
Mohammad Mainul Mainul Islam

Mobile games can contribute to learning at greater success. In this paper, the authors have developed and evaluated a novel educational game, named FoodCalorie, to learn food calorie intake standard. The game is aimed to learn calorie values of various traditional foods of Bangladesh and the calorie intake standard that varies with age and gender. They are the first in this field to perform an empirical study on women in Bangladesh to see how game-based learning can contribute to learn food calories. They further analyze and report the impact of participants' age, professions, and smartphone proficiency levels on their learning experience and progression. The study also conforms the finding of existing studies that game-based learning can enhance the learning experience.


2017 ◽  
Vol 4 (1) ◽  
pp. 189-215
Author(s):  
Yoiz Shofwa Shafrani

Perkembangan dunia perbankan syariah tidak lepas dari peran para nasabah yang memberikan kepercayaan terhadap pihak perbankan untuk penyimpanan asset keuangannya. Faktanya banyak kelompok nasabah yang memutuskan untuk menjadi nasabah di perbankan syariah karena faktor religiusitasnya. Faktor lain yang dapat ikut mempengaruhi keputusan nasabah adalah kualitas produk. Di mana kualitas produk merupakan karakteristik yang melekat dari suatu produk. Kemungkinan yang terjadi bahwa kebanyakan nasabah pada perbankan syariah juga masih merupakan nasabah perbankan konvensional.Tujuan yang ingin dicapai dalam penelitian ini adalah untuk mengetahui pengaruh kualitas produk dan tingkat religiusitas nasabah terhadap keputusan nasabah untuk menyimpan dananya atau tidak di BSM Cabang Purwokerto. Alat analisis yang digunakan adalah analisis regresi linier berganda, dengan jumlah sampel 100 nasabah. Diperoleh hasil Y = 5,046 + 0,101X1 + 0,218X2. Berdasarkan uji F yang sudah dilakukan maka dapat diketahui bahwa variabel kualitas produk dan religiusitas secara bersama – sama berpengaruh terhadap keputusan nasabah untuk menyimpan dananya di BSM Cabang Purwokerto. Berdasarkan uji t yang sudah dilakukan dapat diketahui bahwa secara partial baik variabel kualitas produk maupun variabel religiusitas berpengaruh terhadap keputusan nasabah untuk menyimpan dananya di BSM Cabang Purwokerto. The progress of the Islamic bank cannot be separated from the role of its customers who give trust to the bank to deposit their financial assets. It is a fact many groups of customers decide to be the customers of the Islamic bank because of their religiosity. The other influences factor of a customer’s decision is the quality of the product. The aim of this research was to determine the effect of product quality and level of customers’ religiosity towards customers’ decision whether to keep their funds in Syariah Mandiri Bank, Branch of Purwokerto, or not. The analytical tool used was multiple linear regression analysis, with a sample of 100 customers. The results indicate Y = 5,046 + 0,101X1 + 0,218X2. Based on F, it can be seen that both variables of product quality and religiosity simultanously affect the customers’ decision to keep theirfunds in BSM Branch of Purwokerto. Based on t test, it can be seen that independently, either variable of product quality or variables of religiosityinfluences the customers’ decision to keep their funds in BSM Branch of Purwokerto.


2019 ◽  
Vol 14 (2) ◽  
pp. 95
Author(s):  
Melia Frastuti ◽  
Dimas Pratama Putra ◽  
Erfan Effendi

Abstract     Almsgiving is one of the pillars supporting the upholding of Islam as the obligation for the adherents to improve horizontal relations between fellow humans and strengthen vertical relations with Allah SWT. The implementation of Islamic Social Responsibility (ISR) of the Islamic Bank gives a positive assessment in sharia agreement, justice and equality, responsibility for work, welfare, guarantee of nature preservation and benevolent assistance that is not profit-oriented.Proper almsgiving management and ISR implementation make Islamic banks trusted by the public in terms of service quality, satisfaction and loyalty of Muzzaki. It reduces bad images, and provides relevant impacts on social welfare and the progress of the era. The data analysis used to test the hypotheses is Multiple Linear Regression analysis. The data is collected by distributing questionnaires to Commissioners and Directors at 14 (fourteen) Islamic Commercial Banks spread throughout Indonesia. The result of this study shows partially prove the role of Islamic bank commissioners in the amsgiving management only, while the importance of the role of directors in Islamic banks in almsgiving management and the implementation of ISR partially. Keywords: Islamic Bank, Commissioners, Directors, Almsgiving and ISR


2021 ◽  
Author(s):  
Todorka Terzieva

This article presents the results of a study on the possibilities of computer educational games for the development of various cognitive skills for learners. The advantages they offer in the learning process are highlighted. Special emphasis is placed on the relationship between game-based learning and mental development of learners. Examples of game-based learning from leading educational institutions at different stages of the educational process are given. A prototype of an educational game with several interactive puzzles is presented. They are designed to teach students in mathematics and philology (learning a foreign language). The developed prototypes can be used to acquire new knowledge or to assess the acquisition of knowledge and skills in various subject areas.


Author(s):  
Rahmiati* . ◽  
Rika Melyanti ◽  
Suryani Des ◽  
Ambiyar .

Japanese is a different language because it uses the letters Katakana and Hiragana. Japanese learning at the Kansai Vocational School Pekanbaru encountered several obstacles including the lack of learning facilities and a learning atmosphere that tends to be boring so that many students have difficulty learning and choosing to play games. Educational games on mobile devices are a new learning method that is considered to be more attractive to someone to learn. Fisher-Yates is a randomization technique on questions so questions that come out will be different and can be generated without repetition and duplication. Fuzzy Tsukamoto is a method used in decision-making to determine the score at the end of the quiz. From this research, it can be found that Fisher-Yates can determine the randomization solution that is not multiple and varied object randomization. Fuzzy Tsukamoto has a fairly good accuracy between calculations based on the system and calculations manually, although it does not show results that are 100% the same in each calculation. Educational game recognizing the letters Katakana and Hiragana is expected to help students overcome difficulties in understanding and learning Japanese related to the mastery of the letters Katakana and Hiragana.


Author(s):  
Stephen Tang ◽  
Martin Hanneghan

Play has been an informal approach to teach young ones the skills of survival for centuries. With advancements in computing technology, many researchers believe that computer games1 can be used as a viable teaching and learning tool to enhance a student’s learning. It is important that the educational content of these games is well designed with meaningful game-play based on pedagogically sound theories to ensure constructive learning. This chapter features theoretical aspects of game design from a pedagogical perspective. It serves as a useful guide for educational game designers to design better educational games for use in game-based learning. The chapter provides a brief overview of educational games and game-based learning before highlighting theories of learning that are relevant to educational games. Selected theories of learning are then integrated into conventional game design practices to produce a set of guidelines for educational games design.


2013 ◽  
pp. 63-101
Author(s):  
Marion A. Hersh ◽  
Barbara Leporini

This chapter presents an overview of accessibility and usability for educational computer-based games and the first survey of the accessibility and usability of digital educational games. The overview includes a discussion of accessibility and usability, both in general and in the specific context of educational games, as well as a brief presentation of issues relating to game design, including of mobile games. Since there are no previous studies of the accessibility and usability of educational computer-based games, studies of the accessibility and usability of the related areas of virtual learning environments, digital games for entertainment and PDF documents, are also presented. The overview of accessibility and usability and the results of the survey are used to draw up a structured list of 62 guidelines and recommendations, organised into three categories at the first level and ten at the second level. These guidelines and recommendations are illustrated by an example of their application to a fictitious new educational game.


Gamification ◽  
2015 ◽  
pp. 576-594 ◽  
Author(s):  
Stephen Tang ◽  
Martin Hanneghan

Play has been an informal approach to teach young ones the skills of survival for centuries. With advancements in computing technology, many researchers believe that computer games1 can be used as a viable teaching and learning tool to enhance a student's learning. It is important that the educational content of these games is well designed with meaningful game-play based on pedagogically sound theories to ensure constructive learning. This chapter features theoretical aspects of game design from a pedagogical perspective. It serves as a useful guide for educational game designers to design better educational games for use in game-based learning. The chapter provides a brief overview of educational games and game-based learning before highlighting theories of learning that are relevant to educational games. Selected theories of learning are then integrated into conventional game design practices to produce a set of guidelines for educational games design.


2020 ◽  
Vol 10 (1) ◽  
Author(s):  
Dan Liu ◽  
Zhiding Wang ◽  
Huijuan Wang ◽  
Feifei Ren ◽  
Yanqin Li ◽  
...  

Abstract Lymphocyte apoptosis appears to play an important role in immunodysfunction in sepsis. We investigated the role of miR-223 in cell proliferation and apoptosis to identify potential target downstream proteins in sepsis. We recruited 143 patients with sepsis and 44 healthy controls from the Chinese PLA General Hospital. Flow cytometry was used to sort monocytes, lymphocytes, and neutrophils from fresh peripheral blood. A miR-223 mimic and inhibitor were used for transient transfection of Jurkat T cells. Quantitative reverse transcriptase-polymerase chain reaction (qRT-PCR) was used to assess expression of the miRNAs in cells. Western blot analysis was performed to measure protein expression. We evaluated the cell cycle and apoptosis by using flow cytometry (FCM) and terminal deoxynucleotidyl transferase dUTP nick end labeling (TUNEL). Expression of miR-223 was significantly higher in the survivor group than in the nonsurvivor group. Multiple linear regression analysis revealed that SOFA scores correlated negatively with miR-223 and monocyte counts, with β coefficients (95% CI) of − 0.048 (− 0.077, − 0.019) and − 47.707 (− 83.871, − 11.543), respectively. miR-223 expression also correlated negatively with the percentage of apoptosis in lymphocytes. The rate of apoptosis in the miR-223 mimic group was significantly lower than that of the negative control, with an adverse outcome observed in the miR-223 inhibitor group. We also found that miR-223 enhanced the proliferation of Jurkat T cells and that inhibiting miR-223 had an inhibitory effect on the G1/S transition. We conclude that miR-223 can serve as a protective factor in sepsis by reducing apoptosis and enhancing cell proliferation in lymphocytes by interacting with FOXO1. Potential downstream molecules are HSP60, HSP70, and HTRA.


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