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STELLAR Theme Team focusing on the use of Serious Games in Education

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Discussions > GEL group’s Best Papers &Practices Box !

GEL group’s Best Papers &Practices Box !

Maria Popescu
221 days ago

Welcome !

           The aim of this section is to best showcase the serious games’ use and integration into formal education in facts, figures and lessons learned, as well as  to cast an eagle’s eye view over the state of art in literature for what serious games are concerned related to pedagogy, curriculum , teacher’s role and policy makers issues. Contributions are expected from all GEL members, with papers selected as most representative in the field; these contributions will be updated monthly, by maintaining the structure of the entry ( papers) while new papers will permanently be uploaded  once received from each member of the GEL team/ GEL –TEL.eu Friend.

        MOST IMPORTANT : External contributors, GEL friends, TEL-eu members, are kindly invited to  upload papers, links to papers  or provide  information on best real-life examples in the field.

     Key words for search   –   games + curriculum; serious games + curriculum, serious games integration , teaching +serious games; games that teach; guidelines + serious games teachers; tutoring serious games; evaluating  serious games; serious games +  policy makers; standardizing serious games in education; serious games +education; teaching serious games; et.al. 

        The structure proposed for organizing the collection of the articles, could be:

  Year , journal / publication , type of paper ( experiment-based / position, etc), short    description of paper, targeted audience , topic (for the last two specify from the categories below):

A. Corporate training

a. Policy maker

b. Subject matter expert

c. Educators

d. Relation stakeholder- policy maker  ( supply and demand on the labour market)

 

B. Education K-12

a. Policy maker

b. Subject matter expert

c. Educators

d. Integration on the labour market  ( supply and demand on the labour market)

 

 

michela.ott
218 days ago

HI all, these are three recent interesting papers containing experiments that can be viewed as best practices. What do you think?

I can upload the full text but I'm afraid they are not "open"; how should we mangae this issue?

Chen-Chung Liu, Yuan-Bang Cheng, Chia-Wen Huang, (2011) The effect of simulation games on the learning of computational problem solving, Computers & Education, Volume 57, Issue 3, Pages 1907-1918<?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" />

ABSTRACT Simulation games are now increasingly applied to many subject domains as they allow students to engage in discovery processes, and may facilitate a flow learning experience. However, the relationship between learning experiences and problem solving strategies in simulation games still remains unclear in the literature. This study, thus, analyzed the feedback and problem solving behaviors of 117 students in a simulation game, designed to assist them to learn computational problem solving. It was found that students when learning computational problem solving with the game were more likely to perceive a flow learning experience than in traditional lectures. The students' intrinsic motivation was also enhanced when they learned with the simulation game. In particular, the results of the study found a close association between the students' learning experience states and their problem solving strategies. The students who perceived a flow experience state frequently applied trial-and-error, learning -by-example, and analytical reasoning strategies to learn the computational problem solving skills. However, a certain portion of students who experienced states of boredom and anxiety did not demonstrate in-depth problem solving strategies. For instance, the students who felt anxious in the simulation game did not apply the learning -by-example strategy as frequently as those in the flow state. In addition, the students who felt bored in the simulation game only learned to solve the problem at a superficial level.

Sanchez, J ; Olivares, R (2011) Problem solving and collaboration using mobile serious games Computers & Education, Volume 57, Issue 3, Pages: 1943-1952

ABSTRACT This paper presents the results obtained with the implementation of a series of learning activities based on Mobile Serious games (MSGs) for the development of problem solving and collaborative skills in Chilean 8th grade students. Three MSGs were developed and played by teams of four students in order to solve problems collaboratively. A quasi-experimental design was used. The data shows that the experimental group achieved a higher perception of their own collaboration skills and a higher score in the plan execution dimension of the problem solving cycle than did the non-equivalent control group, revealing that MSG- based learning activities may contribute to such learning improvements. This challenges future research to identify under which conditions learning activities based on mobile serious games can promote the development of higher order skills.

DeLeeuw, KE; Mayer, RE (2011) Cognitive consequences of making computer-based learning activities more game-like COMPUTERS IN HUMAN BEHAVIOR Volume: 27 Issue: 5 Pages: 2011-2016

ABSTRACT Some students (base group) played the Circuit Game, a 10-level computer-based learning activity intended to help students learn how electrical circuits work. Other students (competition group) played the same game but with competition features added - including a score bar showing performance on each level, the opportunity to earn one ticket per level if a performance criterion is met, and the opportunity to win a prize based on the number of tickets earned. On a retention test given after the game, the competition group remembered significantly more than the base group (d = 0.47). On an embedded transfer test constituting the final level of the game, the groups did not differ significantly. However, on the transfer test there was a significant gender by group interaction in which men performed worse in the competition group than the base group (d = -0.54) and women performed better in the competition group than the base group (d = 0.24). Overall, adding game-like features to a computer-based learning activity caused students to pay attention to game details but did not motivate students - particularly men - to learn more deeply

Maria Popescu
217 days ago

Hi Michela,

Thank you for breaking the ice on this ! I think your contribution is very useful as it both covers the elements we are looking for in organizing papers, and also, from the abstract we can also get the last two elements- topic and target audience. 

I believe we should continue like this, and where  the paper is also open, we should  upload it just below the abstract; adding just the link is dangerous as they might not correspond over time. 

Maria Popescu
210 days ago

Hi all,

I will keep walking on Michela's path, by proposing some titles that could also be taken as best practices/ papers. I believe Michela's "pattern" is quite effective, so we will keep to the same type of information; Carol I NDU and ESADE will do the categorization and selection at a later point. Please bring in your contributions so that we have as much material to select from as possible.

Learning and Teaching with Computer Games in Higher Education

Nicola Whitton (Manchester Metropolitan University, UK)

DOI: 10.4018/978-1-60566-360-9.ch002, ISBN13: 9781605663609, ISBN10: 1605663603, EISBN13: 9781605663616
Copyright © 2009. 16 pages.

Abstract
This chapter examines the rationale for the use of computer games in learning, teaching, and assessment
in Higher Education. It considers their pedagogic potential in respect to a number of theories of
learning, as well as some of the practical issues associated with using computer games in real teaching
situations, both face-to-face and online. The first part of the chapter focuses on the theory underpinning
the use of computer game-based learning with HE students, examining motivation and engagement,
constructivism, collaborative and problem-based learning. The second part of this chapter considers
the practical issues of using computer games in actual teaching contexts and presents twelve principles
for the design and evaluation of computer games to support learning

Current Practices in Serious Game Research: A Review from a Learning Outcomes Perspective (pages 232-250)

Pieter Wouters (Utrecht University, The Netherlands), Erik D. van der Spek (Utrecht University, The Netherlands), and Herre van Oostendorp (Utrecht University, The Netherlands) - same volume as above

 

Copyright © 2009. 19 pages.

Abstract

 

Despite scant empirical substantiation, serious games are in widespread use. The authors review 28 studies with empirical data from a learning outcome perspective to outline the effectiveness of serious games (compared to other learning approaches and specific game features). They conclude that serious games potentially improve the acquisition of knowledge and cognitive skills. Moreover, they seem to be promising for the acquisition of fine-grid motor skills and to accomplish attitudinal change. However, not all game features increase the effectiveness of the game. To further advance game research the chapter proposes recommendations including the alignment of learning outcome(s) and game type, the alignment of the game complexity and human cognitive processes, attention for cognitive and motivational processes, research on specific mitigating factors like gender on game effectiveness and, finally, developing new ways of assessing game effectiveness

 

The Path between Pedagogy and Technology: Establishing a Theoretical Basis for the Development of Educational Game Environments (pages 191-213)

Colin Price (University of Worcester, UK) -same volume as above

 

Abstract

The power of computer game technology is currently being harnessed to produce “serious games”. These

“games” are targeted at the education and training marketplace, and employ various key game-engine

components such as the graphics and physics engines to produce realistic “digital-world” simulations

of the real “physical world”. Many approaches are driven by the technology and often lack a consideration

of a firm pedagogical underpinning. The authors believe that an analysis and deployment of both

the technological and pedagogical dimensions should occur together, with the pedagogical dimension

providing the lead. This chapter explores the relationship between these two dimensions, and explores

how “pedagogy may inform the use of technology”, how various learning theories may be mapped onto

the use of the affordances of computer game engines. Autonomous and collaborative learning approaches

are discussed. The design of a serious game is broken down into spatial and temporal elements. The

spatial dimension is related to the theories of knowledge structures, especially “concept maps”. The temporal

dimension is related to “experiential learning”, especially the approach of Kolb. The multi-player

aspect of serious games is related to theories of “collaborative learning” which is broken down into a

discussion of “discourse” versus “dialogue”. Several general guiding principles are explored, such as

the use of “metaphor” (including metaphors of space, embodiment, systems thinking, the internet and

emergence). The topological design of a serious game is also highlighted. The discussion of pedagogy

is related to various serious games we have recently produced and researched, and is presented in the

hope of informing the “serious game community”

 

 


 

 

Muriel Ney
189 days ago

Papers posted here are included in the Open Archive Telearn.

Ioana Stanescu
184 days ago

Dear GELsters,

DIGRA - Digital Games Research Association 

Here's a link to some papers that might be useful for our group: http://t.co/lzMes63k

They are published by DIGRA and are free for educational and research use; commercial use or redistribution restricted and only by permission. I'll try to extract later on the most relevant papers. 

 

@Michela: For specific papers, I think here we can resume to posting only the abstracts together with links for the full papers - just like it has been done :-) If there are people interested in certain papers that are not open, then they can address the member that has initiated the post directly via email requesting further information, if available. 

Best,

Ioana

Jeffrey Earp
169 days ago

The ELEKTRA project: Towards a new learning experience.

Kickmeier-Rust, M.D., Schwarz, D., Albert, D., Verpoorten, D., Castaigne, J.-L., & Bopp, M. (2006). In M. Pohl, A. Holzinger, R. Motschnig, & C. Swertz (Eds.), M3 – Interdisciplinary aspects on digital media & education (pp. 19-48). Vienna: Österreichische Computer Gesellschaft

 

 http://css.uni-graz.at/publicdocs/publications/USAB2006.pdf 

Abstract

Digital game-based learning is a hot topic of research and development. Since the advent of  computer and video games, educators were inherently interested in utilizing the beneficial aspects of computer games for educational purposes. These factors are primarily the intrinsic motivation of games, immersive environments, engaging stories, and an artful balance between challenges and continuously growing abilities. Proponents of computer games delivered a large number of empirical investigations revealing that games may foster the development of abilities and competencies. Besides the advantageous aspects of computer games, a variety of problems were reported by researchers. Due to the high costs of professional game development, many educational games are technologically poor and cannot compete with entertainment games in terms of visual design, possibilities for interactions, or storytelling. Moreover, many current educational games do not incorporate a sound psychological, pedagogical, or didactic background; instead they are focusing on transmission or rehearsal of isolated facts or skills. Finally, such games lack the ability to adapt to individual competencies failing to balance challenge and abilities regarding knowledge or skills. The ELEKTRA project, introduced in this article, aims for addressing these problems relying on an interdisciplinary approach of cognitive science, neuroscience, pedagogy, game design, and game development. The project will develop an adventure game that can keep up with commercial games and that focuses on primarily curriculum-related educational purposes by incorporating a sound psychological and pedagogical framework. Moreover, the project will prove the outcomes of research and development by a comprehensive game demonstrator. 

Jeffrey Earp
169 days ago

Is support really necessary within educational games?

Henny Leemkuil, Robert De Hoog, Department of Instructional Technology, University of Twente (2005)

http://telearn.archives-ouvertes.fr/hal-00190099/fr/

Games can be powerful learning devices because of their interactive and multimedia capabilities, and their abilities to keep students motivated, active, deeply immersed and engaged for sustained periods of time. Yet the extent to which this translates into more effective knowledge and skill acquisition is not clear from the research reported so far. Several researchers have stressed that support tools should be added to game environments to ensure that learning takes place. In this paper we will elaborate on this issue and will report data from experiments with a simulation game called KM Quest. In these experiments the effectiveness of several (learning) support tools was investigated. The data give indications that particular types of support (like advice) limit learning while others (feedback, just-intime information) might enhance learning. Based on these data at the end of this paper it will be discussed whether (intelligent) support within educational games is necessary.

Maria Popescu
154 days ago

Hi all,

I have found some other papers that might be of interest to you. If so, please find them in the FILES section in full.

BEST PRACTICES FOR
USING GAMES & SIMULATIONS
IN THE CLASSROOM
Guidelines for K–12 Educators

 A PUBLICATION OF THE SOFTWARE & INFORMATION INDUSTRY ASSOCIATION (SIIA)
EDUCATION DIVISION
Copyright © 2009. All rights reserved.
Lee Wilson
This report provides a blueprint for successful implementation of EduGames in the average classroom. This term encompasses video games, console games and virtual worlds used in the classroom. Other terms for these games include: Serious Games; Massively Multiplayer Online Learning Games (MMOLG); Massively Multiplayer Online (MMO) Games; Immersive Learning Environments (ILE); Edutainment – older educationally–themed games published for home use (e.g. Reader Rabbit, Math Blaster, etc.).
We start from an assumption that games have positive impacts and our objective is to support the growth of this promising and emerging market. We have distilled the hard–won lessons from the schools and companies that have pioneered this space in order to provide guidelines to new users.
This paper is intended for teachers, administrators, policy makers and developer companies. They will get practical hands–on tips and insights on successfully integrating games into classroom practice.


Digital games in schools: A handbook for teachers
 
Publisher European Schoolnet
EUN Partnership AISBL
Author Dr. Patrick Felicia, Lecturer, Researcher,
Department of Computer Science, Waterford Institute of Technology, Ireland
(pfelicia@wit.ie)
Editor Caroline Kearney
This handbook is intended for teachers interested in
using digital games in their lessons. It provides the
necessary information to understand the educational
benefits of digital games and to learn how to use
them as educational and motivational resources.
After reading this handbook, you should be able to
make informed decisions on the choice and use of
digital games in the classroom, and obtain all the
benefits digital games can offer. This handbook is
a practical guide aimed at providing you with
theoretical and practical information. It is an
introduction to the educational use of digital games
and it provides references to useful resources such
as articles, websites and books where you can find
additional information.


Playing serious games in journalism classes
D. Cameron
Charles Sturt University
Cameron, D., Playing serious games in journalism classes, Asia Pacific Media Educator, 11, 2001,
141-149.
Available at:http://ro.uow.edu.au/apme/vol1/iss11/11

Journalism educators are often looking for opportunities to
give students realistic experience of the working life of journalists.
Patching (2000) has noted the enthusiasm with which institutions
channeled hundreds of students into various volunteer media
roles for the 2000 Sydney Olympics. In recent years I have
supervised students at Charles Sturt University-Bathurst in New
South Wales, Australia as they covered floods, bushfires, street
parades, agricultural shows, motor races, and elections at all levels
of government.
Of course, it is not practicable or desirable to send students
to every news event that comes along. There are the practical
considerations of time, cost, safety, geography and access. There
are educational concerns such as supervision, assessment and the
desire for analysis or discussion of the work being done. Hence
journalism educators have long used classroom scenarios or
simulations to give a measured sense of what it is like to “do”
journalism. Accordingly the fictional toll from the accidents, fires,
cyclones, and plane crashes written about in newswriting classes
around the nation must be frighteningly high each year.

It is the premise of my ongoing research that training
simulations may need to become more sophisticated and media
rich in order to stimulate and engage students. Educators are
already dealing with students who see nothing wrong with using
their mobile telephone in class (Leone, 2002). Many young adults
appear to treat computers, PlayStations, and mobile phones with
a casual familiarity because, as Alan Kay notes, “technology is
only technology if it was invented after you were born” (in Prensky
2001:38).
One possible interface between journalism simulations and
technology is the area of video games. Contemporary computer
games, and those designed for proprietary systems like PlayStation
and Xbox, are pushing further into realistic simulation through
graphics, animation, sound and interactivity (Turkle 1997:68).

Learning to play games or playing games to learn? A health education case study with Soweto teenagers
Australasian Journal of Educational Technology
2010, 26(6), 810-829.
Alan Amory
University of Johannesburg
The aim of this study was to investigate the use of an educational computer video game in teaching and learning. Cultural-historical activity theory is used heuristically to explore the social and cultural interactions during game play. It is argued that knowledge construction occurs when video games function as a tool to mediate learning rather than as instructional media. The unit of analysis is not the game as instruction but engagement with the game. Twelve 14 to 19 year old black orphans from Soweto, South Africa, participated in a case study. Groups of three participants, which included both sexes, played the game for at least six hours, kept a personal reflective journal, and after play answered a knowledge test and participated in a round-robin discussion. Results show that participants gained new knowledge, recognised that the game mediated their learning, identified the object of the activity and discussed how they might help their community. Results support the use of games as tools to mediate learning.

 

Maria Popescu
73 days ago

     Hello everyone !

As you already know, a working session on Best Papers & Best Practices unfolded in January 2012 in  in ESADE, Barcelona, and the participants were Margarida Romero and Mireia Usart- who hosted the event, and Maria Magdalena Popescu, from Carol I NDU- Bucharest.

One of the topics in focus was to better organize the valuable database in GEL website, an instrument at hand for both teachers and researchers, to allow for sustenability of the GEL group even after the project is over.
          
It has thus been decided that all the GEL members will select and bring to the dedicated page inside GEL website papers seen as most representative in the field, falling into one/more of the following categories that we have already mentioned in the openinf of this discussion session.
 

Helpful hints will be posted here for a more effective organization of the search (from the TC 2.8 literature search strategy):

* Partner: partner or partners who work on a topic and share their literature review.
* Topic: an interesting topic on SG, chosen by GEL members, for example, from those highlighted in the key questions corner. We can share one different topic at the beginning of a month and complete the reference table during the following four weeks.
* Define a suitable set of keywords for your topic search: keep a record of these for reference.
* Suggest a maximum of 20 papers per topic, and explain why should they be considered as Best Papers (new approach, important and significant results…) .

List of possible topics for GEL:
– games + curriculum; serious games + curriculum, serious games integration , teaching +serious games; games that teach; guidelines + serious games teachers; tutoring serious games; evaluating  serious games; serious games +  policy makers; standardizing serious games in education; serious games +education; teaching serious games; collaboration, et.al.


Example:
Partner: ESADE
Topic: Collaborative learning
Keywords: COLLABORATIVE, COLLABORATION, COMPETITION, MULTIPLAYER, GROUP, TEAM, DYAD.

Results:

Reference (title, authors)
Year
Journal
Keywords
Abstract (interest)
Zea,N., Padilla,J. L., González, F. Cabrera, M. & Paderewski, P.
Design of educational multiplayer videogames: A vision from collaborative learning Designing, modeling and implementing interactive systems
2009
Advances in Engineering Software
40(12):1251{1260, 2009.
     Videogame design; Educational videogames; CSCL;e-Learning; Collaborative systems; Adaptive systems
      Use videogames to improve learning processes; increase cognitive skills, the time dedicated to learn, motivation for learning, concentration and attention while working/playing., all in the area of computer supported collaborative learning (CSCL). Main objective: to reduce the complexity of introducing the collaborative learning techniques into development of educational videogames.
            The first TOPIC search and results that will be posted in march in the GEL page are those that the members of the GaLA TC2.8 did on 2011;

The organization of the GEL members’ contributions will be updated monthly, by maintaining the structure of the entries (papers) and uploading the new papers given by each member of the GEL team.

To go to the specific area first follow this link:       
http://www.teleurope.eu/pg/groups/81989/gel-game-enhanced-learning/
Then: http://www.gel.itd.cnr.it/