Aesthetics and Design for Game-based Learning

Aesthetics and Design for Game-based Learning

Author: Michele D. Dickey

Publisher: Routledge

Published: 2015-02-20

Total Pages: 184

ISBN-13: 1317961374

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Aesthetics and Design for Game-based Learning provides learning designers with insight into how the different elements that comprise game aesthetics can inform the design of game-based learning. Regardless of the cognitive complexities involved, games are essentially entertainment media, and aesthetics play a large role in how they are experienced. Yet too often the role of aesthetics in the research about game-based learning has been relegated to a surface discussion of graphics or neglected altogether. Aesthetics and Design for Game-based Learning begins by addressing the broad context of game aesthetics, then addresses specific elements with chapters focusing on: player positioning game mechanics narrative design environment design character design. Each chapter includes research and guidelines for design, and a conclusion addresses aesthetics in the research of game-based learning.


Book Synopsis Aesthetics and Design for Game-based Learning by : Michele D. Dickey

Download or read book Aesthetics and Design for Game-based Learning written by Michele D. Dickey and published by Routledge. This book was released on 2015-02-20 with total page 184 pages. Available in PDF, EPUB and Kindle. Book excerpt: Aesthetics and Design for Game-based Learning provides learning designers with insight into how the different elements that comprise game aesthetics can inform the design of game-based learning. Regardless of the cognitive complexities involved, games are essentially entertainment media, and aesthetics play a large role in how they are experienced. Yet too often the role of aesthetics in the research about game-based learning has been relegated to a surface discussion of graphics or neglected altogether. Aesthetics and Design for Game-based Learning begins by addressing the broad context of game aesthetics, then addresses specific elements with chapters focusing on: player positioning game mechanics narrative design environment design character design. Each chapter includes research and guidelines for design, and a conclusion addresses aesthetics in the research of game-based learning.


Interdisciplinary Design of Game-based Learning Platforms

Interdisciplinary Design of Game-based Learning Platforms

Author: Fengfeng Ke

Publisher: Springer

Published: 2018-12-07

Total Pages: 156

ISBN-13: 3030043398

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This book represents a four-year research and development project. It presents a phenomenological examination and explanation of a functional design framework for games in education. It furnishes a rich description of the experiences and perceptions of performing interdisciplinary collaborative design among experts of very diverse fields, such as learning systems design, architectural design, assessment design, mathematics education, and scientific computing.


Book Synopsis Interdisciplinary Design of Game-based Learning Platforms by : Fengfeng Ke

Download or read book Interdisciplinary Design of Game-based Learning Platforms written by Fengfeng Ke and published by Springer. This book was released on 2018-12-07 with total page 156 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book represents a four-year research and development project. It presents a phenomenological examination and explanation of a functional design framework for games in education. It furnishes a rich description of the experiences and perceptions of performing interdisciplinary collaborative design among experts of very diverse fields, such as learning systems design, architectural design, assessment design, mathematics education, and scientific computing.


Instructional Strategies for the Visual Aesthetics of User Interface Design

Instructional Strategies for the Visual Aesthetics of User Interface Design

Author: Safurah Abdul Jalil

Publisher:

Published: 2015

Total Pages: 251

ISBN-13:

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Adding visual aesthetics to the standard Computer Science (CS) Human-Computer Interaction (HCI) curriculum, while necessary, is not easy. The core skills are best understood by practitioners with a background in Art and Design, and its subjective nature often makes aesthetics difficult for students to learn. An emerging learning paradigm, commonly known as game-based learning (GBL), has the potential to better support student learning and sustain their motivation within limited instructional time. This thesis aims to study the effectiveness of a modular GBL approach in helping CS students learn about visual aesthetics. In particular, it set out to evaluate students' usage of a bespoke GBL prototype designed for this specific educational context. DELMo, a new visual aesthetics learning module, was firstly designed based on the SOLO taxonomy. It allowed for a systematic and modular approach to structuring the learning content, and became a significant component in the instructional strategy. Drawing on the Design-based Research (DBR) in Education framework, the GBL prototype has been informed by engaging with education literature and iteratively tested and refined in a natural educational setting (HCI course delivery). The prototype consists of a web-based learning environment named Design Eye that incorporates two new serious mini-games and a colouring tool named DEColour. In the summative evaluation, students reported enjoying the GBL activities in Design Eye and felt that they learned from them. This is consistent with the majority of the literature supporting the use of games in a learning delivery method. However, the results also showed a significant decrease in their perception of the importance of the topic. This may suggest that mini-games as an instructional tool carries the risk of making the subject seem trivial for some students. Instructors considering the use of mini-games should therefore consider the trade-off between the level of enjoyment provided by mini-games to engage students with a topic, and the potential long term impact of reducing the perceived importance of that topic. At a micro level, the research contributes to HCI education, namely in the construction (module design) and delivery (via GBL) of the visual aesthetics course material. At a macro level, experience with design, development, implementation and evaluation of this project provides valuable insights for other research efforts in the game-based approach to learning design-related subjects. The iterative-incremental DBR model also contributes to the GBL research domain, particularly in the design, implementation and evaluation of bespoke games in formal educational context.


Book Synopsis Instructional Strategies for the Visual Aesthetics of User Interface Design by : Safurah Abdul Jalil

Download or read book Instructional Strategies for the Visual Aesthetics of User Interface Design written by Safurah Abdul Jalil and published by . This book was released on 2015 with total page 251 pages. Available in PDF, EPUB and Kindle. Book excerpt: Adding visual aesthetics to the standard Computer Science (CS) Human-Computer Interaction (HCI) curriculum, while necessary, is not easy. The core skills are best understood by practitioners with a background in Art and Design, and its subjective nature often makes aesthetics difficult for students to learn. An emerging learning paradigm, commonly known as game-based learning (GBL), has the potential to better support student learning and sustain their motivation within limited instructional time. This thesis aims to study the effectiveness of a modular GBL approach in helping CS students learn about visual aesthetics. In particular, it set out to evaluate students' usage of a bespoke GBL prototype designed for this specific educational context. DELMo, a new visual aesthetics learning module, was firstly designed based on the SOLO taxonomy. It allowed for a systematic and modular approach to structuring the learning content, and became a significant component in the instructional strategy. Drawing on the Design-based Research (DBR) in Education framework, the GBL prototype has been informed by engaging with education literature and iteratively tested and refined in a natural educational setting (HCI course delivery). The prototype consists of a web-based learning environment named Design Eye that incorporates two new serious mini-games and a colouring tool named DEColour. In the summative evaluation, students reported enjoying the GBL activities in Design Eye and felt that they learned from them. This is consistent with the majority of the literature supporting the use of games in a learning delivery method. However, the results also showed a significant decrease in their perception of the importance of the topic. This may suggest that mini-games as an instructional tool carries the risk of making the subject seem trivial for some students. Instructors considering the use of mini-games should therefore consider the trade-off between the level of enjoyment provided by mini-games to engage students with a topic, and the potential long term impact of reducing the perceived importance of that topic. At a micro level, the research contributes to HCI education, namely in the construction (module design) and delivery (via GBL) of the visual aesthetics course material. At a macro level, experience with design, development, implementation and evaluation of this project provides valuable insights for other research efforts in the game-based approach to learning design-related subjects. The iterative-incremental DBR model also contributes to the GBL research domain, particularly in the design, implementation and evaluation of bespoke games in formal educational context.


Educational Game Design Fundamentals

Educational Game Design Fundamentals

Author: George Kalmpourtzis

Publisher: CRC Press

Published: 2018-07-11

Total Pages: 479

ISBN-13: 1351804715

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Can we learn through play? Can we really play while learning? Of course! But how?! We all learn and educate others in our own unique ways. Successful educational games adapt to the particular learning needs of their players and facilitate the learning objectives of their designers. Educational Game Design Fundamentals embarks on a journey to explore the necessary aspects to create games that are both fun and help players learn. This book examines the art of educational game design through various perspectives and presents real examples that will help readers make more informed decisions when creating their own games. In this way, readers can have a better idea of how to prepare for and organize the design of their educational games, as well as evaluate their ideas through several prisms, such as feasibility or learning and intrinsic values. Everybody can become education game designers, no matter what their technical, artistic or pedagogic backgrounds. This book refers to educators and designers of all sorts: from kindergarten to lifelong learning, from corporate training to museum curators and from tabletop or video game designers to theme park creators!


Book Synopsis Educational Game Design Fundamentals by : George Kalmpourtzis

Download or read book Educational Game Design Fundamentals written by George Kalmpourtzis and published by CRC Press. This book was released on 2018-07-11 with total page 479 pages. Available in PDF, EPUB and Kindle. Book excerpt: Can we learn through play? Can we really play while learning? Of course! But how?! We all learn and educate others in our own unique ways. Successful educational games adapt to the particular learning needs of their players and facilitate the learning objectives of their designers. Educational Game Design Fundamentals embarks on a journey to explore the necessary aspects to create games that are both fun and help players learn. This book examines the art of educational game design through various perspectives and presents real examples that will help readers make more informed decisions when creating their own games. In this way, readers can have a better idea of how to prepare for and organize the design of their educational games, as well as evaluate their ideas through several prisms, such as feasibility or learning and intrinsic values. Everybody can become education game designers, no matter what their technical, artistic or pedagogic backgrounds. This book refers to educators and designers of all sorts: from kindergarten to lifelong learning, from corporate training to museum curators and from tabletop or video game designers to theme park creators!


Design, Motivation, and Frameworks in Game-Based Learning

Design, Motivation, and Frameworks in Game-Based Learning

Author: Tan, Wee Hoe

Publisher: IGI Global

Published: 2018-07-13

Total Pages: 306

ISBN-13: 1522560270

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Game-based learning relates to the use of games to enhance the learning experience. Educators have been using games in the classroom for years, and when tied to the curriculum, commercial games are a powerful learning tool because they are highly engaging and relatable for students. Design, Motivation, and Frameworks in Game-Based Learning is a critical scholarly resource that examines the themes of game-based learning. These themes, through a multidisciplinary perspective, juxtapose successful practices. Featuring coverage on a broad range of topics such as educational game design, gamification in education, and game content curation, this book is geared towards academicians, researchers, and students seeking current research on justifying the roles and importance of motivation in making games fun and engaging for game-based learning practice.


Book Synopsis Design, Motivation, and Frameworks in Game-Based Learning by : Tan, Wee Hoe

Download or read book Design, Motivation, and Frameworks in Game-Based Learning written by Tan, Wee Hoe and published by IGI Global. This book was released on 2018-07-13 with total page 306 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game-based learning relates to the use of games to enhance the learning experience. Educators have been using games in the classroom for years, and when tied to the curriculum, commercial games are a powerful learning tool because they are highly engaging and relatable for students. Design, Motivation, and Frameworks in Game-Based Learning is a critical scholarly resource that examines the themes of game-based learning. These themes, through a multidisciplinary perspective, juxtapose successful practices. Featuring coverage on a broad range of topics such as educational game design, gamification in education, and game content curation, this book is geared towards academicians, researchers, and students seeking current research on justifying the roles and importance of motivation in making games fun and engaging for game-based learning practice.


Using Games to Enhance Learning and Teaching

Using Games to Enhance Learning and Teaching

Author: Nicola Whitton

Publisher: Routledge

Published: 2012

Total Pages: 234

ISBN-13: 0415897726

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Until now, most teachers have lacked the resources and knowledge to create games that meet their needs. This book presents five principles that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity.


Book Synopsis Using Games to Enhance Learning and Teaching by : Nicola Whitton

Download or read book Using Games to Enhance Learning and Teaching written by Nicola Whitton and published by Routledge. This book was released on 2012 with total page 234 pages. Available in PDF, EPUB and Kindle. Book excerpt: Until now, most teachers have lacked the resources and knowledge to create games that meet their needs. This book presents five principles that can be embedded into traditional or online learning and teaching to enhance engagement and interactivity.


Playful Teaching, Learning Games:New Tool for Digital Classrooms

Playful Teaching, Learning Games:New Tool for Digital Classrooms

Author: Myint Swe Khine

Publisher: Springer Science & Business Media

Published: 2011-11-13

Total Pages: 138

ISBN-13: 9460914608

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Educators around the world acknowledge the fact that we live in the knowledge society and ability to think systematically is one of the necessary skills in order to function effectively in the 21st century. In the past two decades, popular culture introduced digital games as part of leisure activities for children and adults. Today playing computer games is routine activity for children of all ages. Many have agreed that interactive computer games enhance concentration, promote thinking, increase motivation and encourage socialisation. Educators found their way in introducing game-based learning in science education to entice the students in teaching difficult concepts. Simulation games provide authentic learning experience and virtual world excites the students to learn new phenomena and enliven their inquisitive mind. This book presents recent studies in game-based learning and reports continuing attempts to use games as new tool in the classrooms.


Book Synopsis Playful Teaching, Learning Games:New Tool for Digital Classrooms by : Myint Swe Khine

Download or read book Playful Teaching, Learning Games:New Tool for Digital Classrooms written by Myint Swe Khine and published by Springer Science & Business Media. This book was released on 2011-11-13 with total page 138 pages. Available in PDF, EPUB and Kindle. Book excerpt: Educators around the world acknowledge the fact that we live in the knowledge society and ability to think systematically is one of the necessary skills in order to function effectively in the 21st century. In the past two decades, popular culture introduced digital games as part of leisure activities for children and adults. Today playing computer games is routine activity for children of all ages. Many have agreed that interactive computer games enhance concentration, promote thinking, increase motivation and encourage socialisation. Educators found their way in introducing game-based learning in science education to entice the students in teaching difficult concepts. Simulation games provide authentic learning experience and virtual world excites the students to learn new phenomena and enliven their inquisitive mind. This book presents recent studies in game-based learning and reports continuing attempts to use games as new tool in the classrooms.


ECGBL 2022 16th European Conference on Game-Based Learning

ECGBL 2022 16th European Conference on Game-Based Learning

Author: Conceição Costa

Publisher: Academic Conferences and publishing limited

Published: 2022-10-06

Total Pages: 842

ISBN-13: 1914587529

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Book Synopsis ECGBL 2022 16th European Conference on Game-Based Learning by : Conceição Costa

Download or read book ECGBL 2022 16th European Conference on Game-Based Learning written by Conceição Costa and published by Academic Conferences and publishing limited. This book was released on 2022-10-06 with total page 842 pages. Available in PDF, EPUB and Kindle. Book excerpt:


The Role of Criticism in Understanding Problem Solving

The Role of Criticism in Understanding Problem Solving

Author: Samuel Fee

Publisher: Springer Science & Business Media

Published: 2012-05-26

Total Pages: 260

ISBN-13: 1461435404

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In 1991, Denis Hlynka and John Belland released Paradigms Regained, a well received reader for graduate students in the field of educational technology. The Role of Criticism in Understanding Problem Solving updates some of those ideas initially proposed in Paradigms Regained, and extends the conversation into the contemporary discourse regarding problem based learning (PBL). Paradigms proposed the idea of criticism as a third method for the conduction of educational research, the first two being qualitative and qualitative. The concept of criticism as a tool for research is not well established in educational technology, although it is well established in other educational research traditions such as Curriculum Studies. Unfortunately, it is not always clear how criticism can be applied. This book views criticism as a way to step back and look at an educational intervention within educational technology through a particular critical lens. Criticism is viewed as a valuable approach to guiding meta analyses and theoretical studies, serving to prevent the proverbial "spinning of the wheels" that often happens in educational research. By indicating new potential research questions and directions, criticism approaches can invigorate educational research. This book revisits the ideals of criticism in order to establish their usefulness for studying educational technology interventions to support problem based learning. First, a few foundational chapters set the stage for the conversations on criticism. Then, the role criticism can play in enhancing analysis and interpretation of the PBL literature is explored. Finally, case studies addressing the central concepts of the text are presented and dissected. This book represents a complete overhaul and rethinking of the use of criticism as a method for understanding and furthering the research area of PBL within the field of Educational technology.


Book Synopsis The Role of Criticism in Understanding Problem Solving by : Samuel Fee

Download or read book The Role of Criticism in Understanding Problem Solving written by Samuel Fee and published by Springer Science & Business Media. This book was released on 2012-05-26 with total page 260 pages. Available in PDF, EPUB and Kindle. Book excerpt: In 1991, Denis Hlynka and John Belland released Paradigms Regained, a well received reader for graduate students in the field of educational technology. The Role of Criticism in Understanding Problem Solving updates some of those ideas initially proposed in Paradigms Regained, and extends the conversation into the contemporary discourse regarding problem based learning (PBL). Paradigms proposed the idea of criticism as a third method for the conduction of educational research, the first two being qualitative and qualitative. The concept of criticism as a tool for research is not well established in educational technology, although it is well established in other educational research traditions such as Curriculum Studies. Unfortunately, it is not always clear how criticism can be applied. This book views criticism as a way to step back and look at an educational intervention within educational technology through a particular critical lens. Criticism is viewed as a valuable approach to guiding meta analyses and theoretical studies, serving to prevent the proverbial "spinning of the wheels" that often happens in educational research. By indicating new potential research questions and directions, criticism approaches can invigorate educational research. This book revisits the ideals of criticism in order to establish their usefulness for studying educational technology interventions to support problem based learning. First, a few foundational chapters set the stage for the conversations on criticism. Then, the role criticism can play in enhancing analysis and interpretation of the PBL literature is explored. Finally, case studies addressing the central concepts of the text are presented and dissected. This book represents a complete overhaul and rethinking of the use of criticism as a method for understanding and furthering the research area of PBL within the field of Educational technology.


Game-based Learning Across the Disciplines

Game-based Learning Across the Disciplines

Author: Carmela Aprea

Publisher: Springer Nature

Published: 2021-08-02

Total Pages: 427

ISBN-13: 3030751422

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The volume focuses on epistemological, theoretical and empirical issues of game-based learning in various disciplines. It encompasses questions of game design as well as instructional integration and organizational implementation of game-based learning across various disciplines and includes contributions from different levels of the formal educational system (i.e., primary, secondary and tertiary education) as well as contributions reporting the use of game-based learning in informal learning settings. The volume addresses scholars, practitioners and students who are interested in how games and game-based learning can be designed, implemented and evaluated in a cross-, inter- and transdisciplinary perspective.


Book Synopsis Game-based Learning Across the Disciplines by : Carmela Aprea

Download or read book Game-based Learning Across the Disciplines written by Carmela Aprea and published by Springer Nature. This book was released on 2021-08-02 with total page 427 pages. Available in PDF, EPUB and Kindle. Book excerpt: The volume focuses on epistemological, theoretical and empirical issues of game-based learning in various disciplines. It encompasses questions of game design as well as instructional integration and organizational implementation of game-based learning across various disciplines and includes contributions from different levels of the formal educational system (i.e., primary, secondary and tertiary education) as well as contributions reporting the use of game-based learning in informal learning settings. The volume addresses scholars, practitioners and students who are interested in how games and game-based learning can be designed, implemented and evaluated in a cross-, inter- and transdisciplinary perspective.