Successful implementation of user- centered game based learning in higher education: An example from civil engineering Adviser: Ming-Puu Chen Presenter:

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Presentation transcript:

Successful implementation of user- centered game based learning in higher education: An example from civil engineering Adviser: Ming-Puu Chen Presenter: Li-Chun Wang Ebner, M. & Holzinger, A. (2005). Successful implementation of user-centered game based learning in higher education: An example from civil engineering. Computers & Education, 49,

2Abstract Goal: The use of an online game for learning in higher education aims to make complex theoretical knowledge more approachable. Permanent repetition will lead to a more in-depth learning. Objective: To gain insight into whether and to what extent, online games have the potential to contribute to student learning in higher education. Methods: Pre-test/post-test experimental control group design with questionnaires and an independent online evaluation. Results: The minimum learning result of playing the game was equal to that achieved with traditional methods. Conclusion: The experimental findings support the efficacy of game playing. Students enjoyed this kind of e-learning.

3 Background theory 1.Game based learning Games include many characteristics of problem solving: –Unknown outcome –Multiple paths to a goal –Construction of a problem context –Collaboration in the case of multiple players –And the elements competition and chance

4 Background theory 2. What makes a computer application fun to operate? Malone (1908) summarized three essential characteristics for computer games: Fantasy:fantasy can be very important in creating intrinsically motivating environments.Fantasy: fantasy can be very important in creating intrinsically motivating environments. Challenge:a clear goal, provide performance feedback regarding, adjustable difficulty levelChallenge: a clear goal, provide performance feedback regarding, adjustable difficulty level Curiosity:optimal level of informational complexity, use of randomizing to add varietyCuriosity: optimal level of informational complexity, use of randomizing to add variety

5 Background theory 3. The concept of the online game: internal force master (IFM) Demands of the learning model: BackgroundBackground High score and time limitsHigh score and time limits Simplicity and claritySimplicity and clarity Ease of useEase of use

6 Research QuestionsQuestions Q1: Does this game lead to similar/equal learning results as the traditional methods? Are there any disadvantages for the learners who used this game? Q2: Does playing this game on a voluntary basis feel similar to incidental learning? Q3: Is there a diVerence in the enjoyability factor between the online population and the participants in the lecture? Q4: Is good usability a precondition for the acceptance of the game? Q5: Does the game lead to increasing motivation to play again?

7 Research HypothesesHypotheses H1: Playing this game leads to at least equivalent learning results as the traditional method – there is no disadvantage for the learners who used this game. H2: Playing this game on a voluntary basis feels like incidental learning. H3: The online participants and those attending the lecture experience a diVerence in the enjoyability factor. H4: Ease of use is a precondition for acceptance of the game. H5: The game environment and the high score lead to increasing motivation – the learner plays the game again.

8 Research Experimental designExperimental design

9 Results 1.Analysis of correlations between variables Of the meta-cognitive strategies, thinking aloud and self-recording appear to be significantly related to the social problem solving ability.Of the meta-cognitive strategies, thinking aloud and self-recording appear to be significantly related to the social problem solving ability. Self-recording and modeling are significantly related to the achievements both in gaming and learning.Self-recording and modeling are significantly related to the achievements both in gaming and learning. The social problem solving ability has a statistically significant relation to the achievements both in gaming and learning.The social problem solving ability has a statistically significant relation to the achievements both in gaming and learning.

10 Results 2. Path analysis between the variables Because these statistics satisfy the criteria to prove the model fidelity, it is concluded that this model is acceptable for analysis about the model goodness of fit

11 Results H1: Playing this game leads to at least equivalent learning results as the traditional method – there is no disadvantage for the learners who used this game. Results: Results: There is no difference between the two groups.

12 Conclusions