digital games
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2022 ◽  
Vol 6 ◽  
Author(s):  
Paul Lam ◽  
Alan Tse

Gamification refers to the use of game elements in non-game context to improve user experience and engagement (Deterding et al., 2011a). The potential of games to make learning more engaging has been widely noted by educators and researchers. Many of the applications and research studies in this area focused on non-customizable digital games that are designed for a specific group and a narrow range of subject content. In actual classrooms, however, non-customizable digital games may not be flexible enough to enable teachers to adapt gamification into practice. Hence, teachers sometimes use a mixed set of strategies to flexibly embed game-based mechanics into their teaching. How can different gamification tools be applied in classrooms? Based on classroom observations and teacher interviews from schools from primary to secondary level in Hong Kong, this paper explores the role of gamification in real practice. We frame the discussion based on the following approaches with ranging levels of flexibility: versatile gamification, gamification platform, and rigid gamification. Versatile gamification was seen as more feasible compared with the other two approaches. We also examine how game-based mechanics such as competition, rules, graphics, and achievements are used to enrich classroom interaction. It was found that gamification is already popular in the classroom. Follow up interviews with teachers suggested that game is a powerful way to engage students. Good practices in game-based lesson design and potentials for further development of gamification tools are discussed.


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2022 ◽  
Vol 14 (24) ◽  
pp. 122-133
Author(s):  
Kelli Dunlap ◽  
Rachel Kowert

There is a wealth of research on the depiction and impact of mental health representations in traditional media; however, less is known about video games. As the dominant form of media in the 21st century, video games uniquely portray mental illness in traditional ways as well as in ways unique to video games, such as in-game mechanics (e.g., sanity meters) and player-driven decision making. This paper outlines the importance of cultural messages relating to mental illness as conveyed through video games in terms of content and influence and presents a multi-dimensional model of analysis for the representation of mental illness in digital games. The aim of this paper is to provide a foundation for understanding how mental illness is represented in digital games, provide a new perspective for thinking critically about representation of mental illness in games, and overview a new framework for assessing video game content in this area.


Author(s):  
Thaiany Pedrozo Campos Antunes ◽  
Carlos Bandeira de Mello Monteiro ◽  
Tania Brusque Crocetta ◽  
Jennifer Yohanna Ferreira de Lima Antão ◽  
Franscisco Naildo Cardoso Leitão ◽  
...  
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2022 ◽  
Vol 12 (1) ◽  
pp. 27
Author(s):  
Kimberly Cook-Chennault ◽  
Idalis Villanueva Alarcón ◽  
Gabrielle Jacob

The use of educational digital games as supplemental tools to course instruction materials has increased over the last several decades and especially since the COVID-19 pandemic. Though these types of instructional games have been employed in the majority of STEM disciplines, less is known about how diverse populations of students interpret and define the value of these games towards achieving academic and professional pursuits. A mixed-method sequential exploratory research design method that was framed on the Technology Acceptance Model, Game-Based Learning Theory and Expectancy Value Theory was used to examine how 201 students perceived the usefulness of an intuitive education game that was designed to teach engineering mechanics used in designing civil structures. We found that students had different expectations of educational digital games than games designed for entertainment used outside of classroom environments. Several students thought that the ability to design their own structures and observe structure failure in real-time was a valuable asset in understanding how truss structures responded to physical loading conditions. However, few students thought the educational game would be useful for exam (14/26) or job interview (19/26) preparation. Students associated more value with engineering games that illustrate course content and mathematical calculations used in STEM courses than those that do not include these elements.


2022 ◽  
Author(s):  
Pierpaolo Dondio ◽  
Viacheslav Gusev ◽  
Mariana Rocha

In this paper, we meta-analyse the empirical evidence about the effectiveness of game-based interventions to reduce students' level of math anxiety. After performing a search for randomised controlled studies relevant to game-based intervention for math anxiety, 16 experimental studies with a total of 686 participants described in 11 peer-review articles met the selection criteria.A random-effects meta-analysis indicated a small and non-significant reduction of math anxiety (mean effect size ES=-0.32, CI=[-0.64,0.01]). The results were moderated by several factors: non-digital games were more effective, while digital games had a negligible mean effect size of $ES=-0.13$, $CI=[-0.33,0.08]$. The effect size was moderated also by the total duration of the intervention, to the advantage of longer interventions, and by the type of gameplay: games had a greater effect on math anxiety reduction when they promoted collaborative and social interactions. Such features were only present in non-digital games, while all the digital games analysed were single-player. In the final section of the paper, we discuss future possible research directions. The weak results obtained indicated the need to develop and test games explicitly designed for math anxious students. This will require the investigation of the relationship between game features and math anxiety through the analysis of the behaviour of anxious and non-anxious students at play. Among the features that an anxiety-aware game could employ, we suggest collaborative gameplay, social interactions, adaptability, features promoting intrinsic motivation and real-time measurements of math anxiety.


2022 ◽  
pp. 151-167
Author(s):  
Yasemin Özkent

Different precautions such as quarantine, social distance, and hygiene applications have been taken around the world to prevent the spreading of the virus during the COVID-19 pandemic. While these precautions brought many sectors to a halt, digital-based platforms have been used more actively. The pandemic changed daily work, leisure, education, and the time spent with families and how people distribute their time on these items. The interest toward digital games increased as the result of COVID-19 quarantine. As people spent more time at home, they tended to play games to socialize. This study aims to evaluate the changes and tendencies in the consumption of video games during the pandemic period in Turkey. Accordingly, the consumption of online video games in 2020 was analyzed through comparing with 2019. As a result, it was detected that more time and money was spent during the pandemic period on the digital game sector which was also important before.


2022 ◽  
pp. 159-181
Author(s):  
Prithi Yadav ◽  
Manuela B Taboada ◽  
Nicole Vickery

Responses to urban human services issues such as housing and unemployment often overlook lived experiences through these systems and are formulated from a top-down (systems, services, or policy-level) perspective. This study integrates systems thinking and design justice principles for centering the voices of those experiencing these issues towards exploring ‘agency'—the capacity to act—from the bottom-up and top-down in responding to these issues. An agency typology encompassing various bottom-up and top-down agencies is developed through an analysis of Digital Games for Change (DG4C) for the various agencies they can initiate. The agency typology's contributions are threefold—in research (as a method and analytical tool), in practice (as design principles) and in education (for teaching collective action, impact). The agency typology can drive ‘concerted agency' or collective action, where top-down and bottom-up agencies work together, enabling multipronged targeted approaches to complex social issues and maximizing social justice efforts through collective impact.


2022 ◽  
pp. 1639-1654
Author(s):  
Dionysios Manesis

The main aim of this research is to investigate how teachers perceive the barriers that limit the adoption and implementation of games-based learning in early childhood education on Cyprus. Teachers are working in public and private pre-schools. A 19-item questionnaire was administered to 148 early childhood teachers in Cyprus (78 public pre-school teachers and 70 private pre-school teachers). Factor analysis reveals three types of barriers to the use of games-based learning in early childhood classroom: lack of confidence, lack of support, and lack of equipment. The higher the teachers' self-efficacy in using digital games is, the lower the level of teachers' perception regarding the barrier lack of confidence becomes. Teachers with no frequent use of computer and digital games in the classroom perceive lack of confidence as a major barrier. Public pre-schools teachers have significantly more positive attitudes toward the usefulness of GBL than private pre-schools teachers.


2022 ◽  
pp. 253-288
Author(s):  
Pollyana Notargiacomo ◽  
Felipe Cabrini ◽  
Daniel Ohata ◽  
Rafael Martins ◽  
Rafael Brancaccio ◽  
...  

The digital games market is around 109 billion dollars. In this scenario, games as tools for mental and educational stimulation have been highlighted. They allow the connection between friends, the narrowing of family ties, artistic expression, improvement of aspects related to health, institute mechanisms for business and advertising, as well as constitute opportunities for differentiated training and simulations. Such artifacts are also mediators for building knowledge, as well as developing or exercising skills and attitudes, since they involve the flow state. For this it is necessary to make use of adaptability that in the educational scope allows the personalization of the experience to extend the immersion and fun. The present chapter presents a review to subsidize the expansion of the mapping of games' uses developed by Klopfer, Osterweil, and Salen, as well as to establish their relation with the deliberate practice to institute immersive and meaningful educational proposals.


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