The influence of learning and gaming coherence on the effectiveness of serious games


Mildner, Philip ; Beck, Oliver ; Reinsch, Marcel ; Effelsberg, Wolfgang



URL: https://eclass.uoa.gr/modules/document/file.php/DI...
Dokumenttyp: Konferenzveröffentlichung
Erscheinungsjahr: 2016
Buchtitel: Proceedings of the 10th European Conference on Games Based Learning : 6-7 October 2016, The University of the West of Scotland, Paisley, Scotland
Seitenbereich: 452-460
Veranstaltungstitel: 10th European Conference on Games Based Learning (ECGBL 2016)
Veranstaltungsort: Paisley, UK
Veranstaltungsdatum: 06.-07.10.2016
Herausgeber: Conolly, Thomas
Ort der Veröffentlichung: Reading ; Red Hook, NY
Verlag: Academic Conferences and Publishing International Limited ; Curran
ISBN: 978-1-911218-09-8 , 978‐1‐911218‐10‐4 , 978-1-5108-3029-5
ISSN: 2049-0992 , 2094-100X
Sprache der Veröffentlichung: Englisch
Einrichtung: Fakultät für Wirtschaftsinformatik und Wirtschaftsmathematik > Praktische Informatik IV (Effelsberg 1989-2017)
Fachgebiet: 004 Informatik
Freie Schlagwörter (Englisch): game design , serious games , authoring tools , user study
Abstract: When creating digital game-based applications in educational contexts, a key aspect is how to combine the game and the learning part into a serious game that is both fun and effective. Such games can coarsely be categorized into games where learning and game parts are tightly linked together, and games that feature an exchangeable learning content. The former type gives game developers a high degree of freedom for integrating the learning content in a meaningful way. The latter type, on the other hand, allows non-expert game creators, such as teachers, to create customized games by using easy-to-use authoring components. In this work we examine both categories of games concerning their potential effectiveness and accessibility. We use two games: one that combines a generic game scenario with exchangeable quiz questions, and a second one with specialized content for teaching historic knowledge. Two comparative studies with a total of over 60 participants have been conducted with both games. The first study focuses on the effects of a game-based approach in comparison to one without game elements. The second study compares a generic game environment to one where game and learning content matches. Results show that the second game variant is able to produce better results in terms of fun and learning effectiveness. However, the generic variant still is able to produce good results with the benefit of not having to invest an additional development effort. These considerations are further elaborated to give practical advice for the creators of learning games.
Zusätzliche Informationen: Ersch.-Jahr bei Curran, Red Hook, NY: 2017




Dieser Eintrag ist Teil der Universitätsbibliographie.




Metadaten-Export


Zitation


+ Suche Autoren in

+ Aufruf-Statistik

Aufrufe im letzten Jahr

Detaillierte Angaben



Sie haben einen Fehler gefunden? Teilen Sie uns Ihren Korrekturwunsch bitte hier mit: E-Mail


Actions (login required)

Eintrag anzeigen Eintrag anzeigen