Tuesday, June 28, 2016

KSP684 - Evaluating Game-based Learning Effectiveness in Higher Education

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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