Below is an outline of the important points made in the research paper "Evaluating Game-based Learning Effectiveness in Higher Education".
Introduction
- GBL - popular search in Google and in scholarly databases
- GBL used a lot but no empirical evidence that shows it works
- Educational games are influenced by the developers cultural background - and therefore are not usable in other markets. The lack of cultural connections could limit motivation and performance.
- Focus: does learner’s background correlate with learner motivation and performance AND does GBL environment correlate to learn performance and motivation.
Literature Review
- “A games is an artificially constructed, competitive activity with a specific goal, set of rules, and constraints that is located in a specific context.” - Hays (2005)
- Games - do not represent real life but is constructed with portions to resemble real life. Games are interactive.
- Games provide experiences for players to solve complex problems.
- Instructional Games - specifically designed or modified to meet a learning objective. These are often called “Serious Games”.
- Game Based Learning (GBL) - use of a computer game for learning and educational purposes.
- Still lack of data to support effectiveness of using games. Most “evidence” is based on teacher judgement and interest.
- There is a need to create an evaluation framework for serious games that are used for learning.
- Research on games often fails to include control group so no comparison is possible.
- Some claim GBL lacks pedagogical aspects.
- Knowing the learners background can help tailor the game to provide more effective learning experiences - background should include linguistic, learning style, and communication style. Also important are their gender, indigenous status, socioeconomic status, language, and geographic location.
Ethnicity
- People who share the same cultural and physical characteristics.
- They share the same history, political system, beliefs, language, geographical origins, customs, legends, attitudes, cuisines, genetic similarities, and physical features.
Culture
- Set of parameters of a collective - these parameters differentiate the collectives from each other.
Language
- Method of human communication - spoken or written
Motivation
- General desire or willingness of someone to do something.
Learner Performance
- Knowledge acquired by learners as a result of learning or an increase in knowledge.
Methodology of Research
- Questionnaire distributed to undergraduate students
- 296 Responses collected
Analysis
- Normality Tested
- Hypothesis Tested
Conclusion
- Learner’s background influences motivation and therefore affects their performance
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