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result(s) for
"digital game-based learning"
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An artificial vocabulary learning assistant
2023
This article presents an online application developed to improve vocabulary learning through games, quizzes and interaction with a chatbot. The application was tested experimentally on a sample of twenty proficiency-level students divided into two groups and tested on English vocabulary learning in two stages. In the first stage, the first group of students was the control group, who studied a vocabulary section from the book. The second group was the experimental group, which studied using the proposed application. In the second stage, the two groups were reversed and asked to learn the vocabulary of the second unit. According to experiment results, using the particular application improved students' performance, as, in both tests, students of the experimental group outperformed those of the control group. In addition, the analysis of a questionnaire answered by all students confirmed that most prefer this application over traditional learning methods as they consider it quite enjoyable and easy while agreeing that it helped them learn vocabulary. The application is available on the website: http://users.sch.gr/polizipan.
Journal Article
Cyber-ludic pedagogies: towards a post-critical methodology of video games as cultural sites
by
Bettivia, Rhiannon
,
Kourkoulou, Dora
in
Computer & video games
,
COVID-19
,
cyber-ludic pedagogies; post-critical methodologies; video games; digital game-based learning
2023
In this paper, we explore contradictions in the uneven movements of engaging video games in learning, and the affective deployment of play as a strategic mechanism to guarantee institutional and civic compliance. To that purpose, we are tracing the links between positivist, evaluative paradigms in Digital Game-Based Learning (DGBL) scholarship, arguing that a linear assessment of knowledge transmission does not adequately engage the complexity of virtual worlds and the learning processes they mobilize. As a response, we propose a cyber-ludic pedagogical framework that embeds gamers’ knowledge-production practices and performances in the wider social context they occupy, acknowledging their hybridity as digital and physical experiences. We apply this framework to a case-study reading of a vlog entry performed as a humorous guide to social distancing at the onset of the COVID-19 pandemic. Our reading recognizes the operationalization of knowledge communication modes as tropes while emphasizing discrete projects of brand awareness, identity formation, and claims to digital space. Our analysis of the vlog performance of what we term ‘technodeviance’ serves to de-exoticize the deviant in educational research; problematize the assumption of one-way knowledge transmission and representation; and center the pedagogical value of game and play data that is found in popular culture texts and in user-generated content.
Journal Article
Effects of Scaffolding in Digital Game-Based Learning on Student’s Achievement: a Three-Level Meta-analysis
by
He Jinbo
,
Chen, Xinjie
,
Wang, Dandan
in
Academic achievement
,
Behavior Patterns
,
Computer & video games
2022
Previous empirical studies on the effect of scaffolding in game-based learning environments have shown inconsistent findings. In this study, we conducted a meta-analysis to examine the effect of scaffolding in digital game-based learning (DGBL) and to explore a range of moderating factors that may have contributed to the inconsistencies of primary studies. We used the three-level meta-analysis method to analyze the data for handling data non-dependency issues of multiple effect sizes in one study. A total of 49 primary studies and 154 effect sizes were identified through systematic literature search. The results show that scaffolding in DGBL could effectively improve learning (g = 0.43, 95% CI: [0.30, 0.56]), and the heterogeneity among studies was significant (Q = 708.99, p < 0.001). Furthermore, our results indicate that the studies involving elementary school students and university students showed larger effect sizes of scaffolding than those involving secondary school students. Scaffolding also appeared to be differentially effective in different types of games: more effective in adventure, puzzle, and simulation games than in role-playing and strategy games. Future studies should pay attention to the design of scaffolding mechanisms in educational digital games and to the influence of scaffolding on behavioral patterns and learning processes of learners engaged in DGBL.
Journal Article
Student-centred digital game–based learning
2020
Student-centred learning forms a major driver behind educational policy and practice in the modern day. With a drive towards embracing the possibilities of technology within the classroom, especially digital video games, it is vital to have an understanding of where such games are delivering and where their potential has yet to be explored. With this in mind, it is important to survey the existing literature to establish the level to which the promise of student-centred learning is being delivered through digital video games. This study presents a conceptual framework based upon a systematic literature review of developments in student-centred digital game–based learning, and seeks to establish the extent to which all tenets of student-centred learning and principles of digital game–based learning are embraced within such applications. A thematic analysis identifies the common themes of game and intervention design while integrating and conceptually linking the key concepts of student-centred learning and digital game–based learning. This leads to the development of a conceptual framework allowing classification of the literature according to common themes. Inclusion criteria include the presence of student-centred learning concepts, with a game-based focus including specifically digital video games. Inclusion was limited to papers published since 2007. The literature analysis identifies a number of themes; these were primarily the types of player engagement: single player, mixed and multiplayer, along with principles of game design and the key tenets of student-centred learning. A preponderance of games and interventions utilising single player experiences and focusing on implementing the active learning tenet of student-centred learning were observed. Areas relating to multiplayer engagements and the social aspects of student-centred learning such as mutual respect receive comparatively less attention in games and research. In order to fully embrace the possibilities offered by student-centred digital game–based learning, it is important not to neglect lessons learned in the development of student-centred learning to its current state. Aspects such as peer-based learning and building relationships between students and teachers have been found important in traditional learning and must be investigated and adapted to new media, including games, as new technologies enter the educational mainstream. Further research into the effects of designing games around these multiplayer aspects, and better defining the role of teachers and educational staff in digital game–based learning, may demonstrate ways to develop and create educational experiences that better engage and prepare students.
Journal Article
From experiencing to critical thinking: a contextual game-based learning approach to improving nursing students’ performance in Electrocardiogram training
by
Hwang, Gwo-Jen
,
Chang, Ching-Yi
,
Lin, Fu-Huang
in
Appropriate Technology
,
Clinical Diagnosis
,
College Science
2020
The Electrocardiogram (ECG) is one of the important tools for diagnosing myocardial infarction. The ECG training course aims to help nurses establish basic competence in interpreting ECG readings. However, in traditional instruction, learners usually have difficulty memorizing the meanings of different ECG wave forms, which could represent clinical symptoms, or even life-threatening conditions/arrhythmia. Some serious problems could cause death if the nursing staff do not make correct judgments in time. This paper reports an explorative study which investigated a novel pedagogy for nursing school students’ ECG learning performance using a contextual game. A 2 week experiment was conducted to compare the learning performances of the nursing students who played the ECG contextual game and those who learned with traditional instruction. The experimental results show that the students learning with the contextual game showed better learning performance, attitude, motivation, and critical thinking tendency than those who received the traditional instruction.
Journal Article
Improving learning achievements, motivations and problem-solving skills through a peer assessment-based game development approach
by
Chen, Nian-Shing
,
Hung, Chun-Ming
,
Hwang, Gwo-Jen
in
Academic Achievement
,
Computer & video games
,
Control Groups
2014
In this study, a peer assessment-based game development approach is proposed for improving students' learning achievements, motivations and problem-solving skills. An experiment has been conducted to evaluate the effectiveness of the proposed approach in a science course at an elementary school. A total of 167 sixth graders participated in the experiment, 82 of whom were assigned to the experimental group and learned with the peer assessment-based game development approach, while 85 students were in the control group and learned with the conventional game development approach. From the empirical results, it was found that the proposed approach could effectively promote students' learning achievement, learning motivation, problem-solving skills, as well as their perceptions of the use of educational computer games. Moreover, it was found from the openended questions that most of the students perceived peer assessment-based game development as an effective learning strategy that helped them improve their deep learning status in terms of \"in-depth thinking,\" \"creativity,\" and \"motivation.\"
Journal Article
Effects of digital game-based STEM education on students’ learning achievement: a meta-analysis
by
Liang-Hui, Wang
,
Jue-Qi, Guan
,
Chen, Bing
in
Academic achievement
,
Achievement Gains
,
Cognitive Development
2022
Many researchers have explored the impact of digital games on learning effects in different STEM subjects. The purpose of this meta-analysis is to examine the effect of digital game-based STEM education on the learning achievement of K-12 or higher education students. The analysis results of effect sizes from 33 studies (N = 3894) published from 2010 to 2020 showed that digital games contributed to a moderate overall effect size (ES = 0.667, 95% CI [0.520–0.814], p < 0.001) when compared with other instructional methods. Furthermore, the study explored multiple moderator variables and their potential impacts on learning outcomes such as control treatment, subject discipline, educational level, game type, gaming platform, and intervention duration. The findings suggest that digital games are a promising pedagogical method in STEM education that effectively improves learning gains. Additionally, the study concludes with three recommendations for future research and practices on digital games in STEM education.
Journal Article
Potential Barriers to the Implementation of Digital Game-Based Learning in the Classroom: Pre-service Teachers’ Views
2021
Τeachers seek to attract students’ attention by demonstrating the relevance of learning content to daily activities and enhancing their students’ self-esteem and satisfaction. In the digital world, an example of an innovative learning tool is digital games. Digital game learning (DGBL) is a smart pedagogical approach that utilises digital games. DGBL has a prominent place in learning technologies due to the potentiality of games to engage students, enabling them to effortlessly reach the edges of their competencies, skills, and knowledge. Teachers, students and games per se constitute important agents for the successful and effective implementation of DGBL. In this context, our research was extended to cover the study of teachers’ and students’ perceptions of DGBL. More specifically, the purpose of this research was to examine the pre-service teachers’ perceptions of the barriers to DGBL implementation. To that end, an online survey with closed-ended questions and one open-ended question was conducted. In this paper, we present the answers to the open-ended question. Quantitative and qualitative data processing and analysis were carried out. According to the pre-service teachers’ responses, it is concluded that a major obstacle is the inefficient allocation of available financial resources. Resources are required for the supply of up-to-date equipment, devices and educational software, as well as for the professional development and training of teachers, school administrators and policymakers. Utilizing easy-to-use and inexpensive devices, which most teachers and even students hold, is the answer to the hurdle called “lack of equipment”. Therefore, the implementation of the DGBL, as a smart and innovative pedagogical approach, is primarily a matter of political will to curriculum reform based on ongoing research into appropriate digital learning materials.
Journal Article
Effectiveness of digital educational game and game design in STEM learning: a meta-analytic review
2023
Digital educational games exhibit substantial promise in advancing STEM education. Nevertheless, the empirical evidence on both the efficacy of digital game-based learning and its designs in STEM education is characterized by notable inconsistencies. Therefore, the current study aimed to investigate (1) the general effect of digital game-based STEM learning over STEM learning without digital game, and (2) the enhancement effect of added game-design elements against base game versions in STEM learning. Two meta-analyses were conducted in this study. Based on the 136 effect sizes extracted from 86 studies, the first meta-analysis revealed a medium to large general effect of digital game-based STEM learning over conventional STEM learning (g = 0.624, 95% CI [0.457, 0.790]). In addition, digital game-based STEM learning appeared to be differentially effective for different learning outcome, different types of game, and different subject. A total of 44 primary studies and 81 effect sizes were identified in the second meta-analysis. The results revealed a small to medium enhancement effect of added game-design elements over base game versions (g = 0.301, 95% CI [0.163, 0.438]). Furthermore, our results indicated that the game-design elements added for content learning were more effective than those added for gaming experience. Possible explanations for these findings, as well as the limitations and directions for future research were discussed.
Journal Article
A critical review of 13 years of mobile game-based learning
by
Papasalouros, Andreas
,
Kambourakis, Georgios
,
Giannakas, Filippos
in
Analysis
,
Barriers
,
Education
2018
With the increasing popularity of smartphones and tablets, game-based learning (GBL) is undergoing a rapid shift to mobile platforms. This transformation is driven by mobility, wireless interfaces, and built-in sensors that these smart devices offer in order to enable blended and context-sensitive mobile learning (m-Learning) activities. Thus, m-Learning is becoming more independent and ubiquitous (u-Learning). In order to identify and analyze the main trends and the future challenging issues involved in designing mGBL learning strategies, as well as to bring to the foreground important issues pertaining to mobile and context-aware ubiquitous GBL, the work at hand conducts a comprehensive survey of this particular area. Specifically, it introduces and applies a sixdimensional framework consisted of Spatio-temporal, Collaboration/Social, Session, Personalization, Data security & privacy, and Pedagogy, with the aim of scrutinizing the contributions in the field of mGBL published from 2004 to 2016. It was found that the transition to mGBL presents several difficulties, and therefore cannot be conceived as a simple and quick modification of existing GBL solutions. In this respect, this work is anticipated to foster the development of well-designed solutions that are intensive not only in their technological aspect, but in pedagogical qualities as well.
Journal Article