Smart Pedagogy of Game-based Learning Factors Affecting Game-Based Learning Experience: The Case of Serious Games
Smart Pedagogy of Game-based Learning : Factors Affecting Game-Based Learning Experience: The...
Fokides, Emmanuel; Atsikpasi, Penelope; Kaimara, Polyxeni; Deliyannis, Ioannis
2021-09-12 00:00:00
[The paper presents the results of a study in which the users’ experience when playing serious games (in terms of gaming and learning) was examined; in an effort to determine which factors contribute significantly to the above and how they are related. Two serious games were used (one 2D and one 3D) and the target group was 384 university students. A questionnaire was used for collecting data; consisting of ten open-ended questions. All questions urged participants to make suggestions for improving an equal number of factors which were hypothesized to shape the learning experience in serious games. A total of 2745 valid responses were thematically analyzed and quantified. The results indicated that the games were viewed as a form of digital learning material rather than as games. That is because two factors related to the “serious” facet of serious games; namely; feedback and the quality of the learning material; were the only ones which accumulated a significant number of responses; indicating them as being important for the games’ learning effectiveness. The findings highlighted the need for further research in this field; but they can also serve as the basis for the development of more comprehensive serious games’ evaluation methods.]
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Smart Pedagogy of Game-based Learning Factors Affecting Game-Based Learning Experience: The Case of Serious Games
[The paper presents the results of a study in which the users’ experience when playing serious games (in terms of gaming and learning) was examined; in an effort to determine which factors contribute significantly to the above and how they are related. Two serious games were used (one 2D and one 3D) and the target group was 384 university students. A questionnaire was used for collecting data; consisting of ten open-ended questions. All questions urged participants to make suggestions for improving an equal number of factors which were hypothesized to shape the learning experience in serious games. A total of 2745 valid responses were thematically analyzed and quantified. The results indicated that the games were viewed as a form of digital learning material rather than as games. That is because two factors related to the “serious” facet of serious games; namely; feedback and the quality of the learning material; were the only ones which accumulated a significant number of responses; indicating them as being important for the games’ learning effectiveness. The findings highlighted the need for further research in this field; but they can also serve as the basis for the development of more comprehensive serious games’ evaluation methods.]
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