scholarly journals Analysis of Game Elements in Digital Educational Game According to Gagne Nine Events of Instruction

Author(s):  
Ummu Husna Azizan ◽  
Maizatul Hayati Mohamad Yatim ◽  
Laili Farhana Ibharim ◽  
Nor Zuhaidah Mohamed Zain
Author(s):  
Bill Roungas

Educational games are a class of serious games whose main purpose is to teach some subject to their players. Despite the many existing design frameworks, these games are too often created in an ad-hoc manner, and typically without the use of a game design document (GDD). We argue that a reason for this phenomenon is that current ways to structure, create and update GDDs do not increase the value of the artifact in the design and development process. As a solution, we propose a model-driven, web-based knowledge management environment that supports game designers in the creation of a GDD that accounts for and relates educational and entertainment game elements. The foundation of our approach is our devised conceptual model for educational games, which also defines the structure of the design environment. We present promising results from an evaluation of our environment with eight experts in serious games.


Author(s):  
Mete Akcaoglu

This case deals with the problem of decision making in allocating resources during an educational game-development process. In educational games, unlike commercial games, there is an added focus on creating learning content, shifting the balance between learning and fun to a degree where essential game elements might be excluded from these games. In some cases, classroom settings, however, are filled with elements that can emulate the role of a missing element. As it was seen in this case, even when some important game elements (i.e., narratives) were missing from a game, the presence of some important classroom elements (i.e., teachers) helped replace them.


Author(s):  
Mandana Izadpanah ◽  
Kaveh Eslami ◽  
Razieh Jamshidi Ardekani ◽  
Leila Kouti

Background: Serious games are the addition of game elements in order to motivate the user to participate more in the learning process. The purpose of this study is to design PharmQuiz educational game application in order to learn pharmaceutical information in the introductory internship course of pharmacy for incoming pharmacy students in2020. Methods: After reviewing the studies, the puzzle and matching mechanisms were selected for the game. The RAD software design model was used in order to design and implement, the game application was coded in Java programming languages. The game engine is unity and MySQL and PHP languages were used to implement the game database, which contains learners’ scores. Results: A total 70 students participate in the study. The mean age of the study participants was 22 years. Average student scores show that most students have used the PharmQuiz game app repeatedly. A survey of faculty members of the Clinical Department of the School of Pharmacy showed that 100% of the members agreed that the game improves the quality of learning. Conclusion: According to the positive attitude of students regarding the PharmQuiz educational game application and their welcome in using this application, it can be said that PharmQuiz game application is a useful tool to increase the motivation of students to study the introductory internship course of pharmacy and also to participate more in the educational process. This application can be used at higher levels as well as for learning pharmaceutical information in other medical sciences.


2020 ◽  
Vol 1 (1) ◽  
pp. 20-27
Author(s):  
E. V. Karmanova ◽  
V. A. Shelemetyeva

The article is devoted to the implementation of gamification methods in the educational process. The characteristic features of light and hard gamification are presented. The appropriateness of using gamification when applying e-learning technology is considered. Classification of courses based on hard gamification taking into account the technological features of development is proposed: courses-presentations, courses — computer games, VR/AR courses. The article also illustrates the use of various game elements of easy gamification using the example of the module “Level up! — Gamification” of the Moodle LMS. The capabilities of this module can be used in an electronic course by any teacher who has the skills of working with the Moodle.The authors present the analysis of the development of a training course in sales techniques using hard and light gamification technologies, where the course development was assessed for its complexity, manufacturability, and resource requirements. The results of the analysis showed that the development of courses using hard gamification requires much more financial and time-consuming than the development of courses using light gamification.The article evaluates the results of the educational intensiveness intense “Island 10–22”, held in July 2019 in Skolkovo, in which 100 university teams, teams of research and educational centers, teams of schoolchildren — winners of competitions, olympiads, hackathons (“Young Talents”) participated. The results of the intense confirmed the effectiveness of the use of light gamification methods in adult training. Thus, the conclusions presented in the article reveal a number of advantages that light gamification has in comparison with hard gamification.


2018 ◽  
Vol 5 (2) ◽  
pp. 40-49
Author(s):  
Siew Hong Lam

Abstract Continuing professional development is important for improving and reforming teaching.Classroom observation of others’ teaching has been used for the professional development of eight lecturers from three Myanmar universities who visited the Department of Biological Sciences, National University of Singapore over a period of three weeks.To bridge the socio-cultural and educational background differences, Gagné’s ‘Nine events of instruction’ was used as a pedagogical framework to guide and evaluate the classroom observation and learning as it is well-established for instructional design and resonate well with educators.This study aimed to evaluate the participants’ abilities and their learning through classroom observation based on their perceptions of the ‘nine events of instruction’.The study found that most of the participants have positive views of their abilities in relation to the ‘nine events’, especially in practicing the early events of instruction. The classroom observation has benefitted them with respect to the ‘nine events’, particularly ‘Informing the Students of the Objective/Outcome’, ‘Stimulating Recall of the Prior Knowledge’ and ‘Presenting Information/Content/Stimulus’.Notably, ‘Assessing Performance’ was the most perceived ‘event of instruction’ that the participants wanted to improve on and that the participants perceived will benefit Myanmar lecturers the most.Qualitative feedbacks by the participants revealed lessons learned, their potential applicability and desires to reform and share.The study further demonstrated that the ‘nine events of instruction’ is a useful pedagogical framework for guiding and evaluating perception of abilities and learning in classroom instruction and observation for continuing professional development in a cross-cultural context.


2020 ◽  
Vol 1 (2) ◽  
pp. 91-96
Author(s):  
Wiyogo

Abstrak: Alat permainan edukatif memiliki manfaat penting dalam perkembangan kognitif anak, keterampilan motorik, dan kebugaran anak. Desain dan pembuatan yang dilakukan di Laboratorium Pendidikan Teknik Mesin Universitas Palangka Raya perlu dianalisis untuk mengetahui sejauh mana alat ini berguna. Hal pertama yang harus dilakukan adalah mempelajari literatur dan kemudian mengidentifikasi variabel penelitian yang bertujuan mendapatkan gambaran tentang apa yang dibutuhkan pengguna. Dari hasil kuesioner awal, tiga variabel diperoleh, yaitu desain, permainan mudah, dan keamanan. Data penelitian lebih lanjut yang telah diperoleh dengan nilai indeks dari produk yang diperoleh adalah 94,83%.   Abstract: Educational game tools have important benefits in a child's cognitive development, motor skills, and children's fitness. The design and manufacturing done at the Mechanical Engineering Education Laboratory of Palangka Raya University needs to be analyzed to find out how far the tool is useful. The first thing to do is to study the literature and then identify research variables aimed at getting a picture of what the user needs. From the results of the initial questionnaire, three variables were obtained, namely design, easy game and safety. Further research data that have been obtained with an index value of the products obtained are 94.83%.


2019 ◽  
Author(s):  
Hyung Yoon

UNSTRUCTURED This paper is a case study on the design of an educational game for the prevention of cyberbullying and an analysis of its educational effect. I selected a game titled “Angry Daddy,” which was developed based on the request of Korean government authority and analyzed the mode of development of the game and its educational effect. For this research, both qualitative and quantitative research methods were used. Moreover, advice regarding the game design was obtained from many experts belonging to various fields. Based on the analysis of the game design and its educational effect, it was confirmed that the following factors are important to design an educational game meant for the prevention of cyberbullying and to enhance its educational effect: First, cooperation between content experts and game development experts is essential to develop an educational game. Second, it should be verified whether the contents and the format of the game are appropriate by analyzing the play test results of the target audience. Third, it is essential to prepare a manual to guide teachers to apply the game to the field. Fourth, it was confirmed that educating students on sensitive topics like cyberbullying is very effective when educational games that make them feel and experience the outcomes of bullying are utilized. This research is expected to be helpful for future design of educational games and the research and development of the format of cyberbullying prevention education.


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