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E-Learning --Game-based Leaning Dr. Yuan Yuan

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Presentation on theme: "E-Learning --Game-based Leaning Dr. Yuan Yuan"— Presentation transcript:

1 E-Learning --Game-based Leaning Dr. Yuan Yuan yuanyuan@uic.edu.hk
Good afternoon everyone, it is my honor to be invited as one of the speaker in E-learning workshop. I am quite happy to share my knowledge and research on the current research project related to e-learning. What I am going to talk is game-based learning. Dr. Yuan Yuan Office: CC502-R31

2 Terms Games: A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome (Sale and Zimmerman, 2004) Computer games: a sub-category of a game, played on the computer. Games-based learning (GBL): the use of computer game to facilitate learning and education (Connolly and Stansfield, 2007)

3 Application of GBL Doctor Training Heath Training
Today, I will present computer games used in the education and training. Currently, computer games have been widely used in doctor and health training, military, language, factory and so on.

4 Application of GBL (Cont.)
Language Training in Military Training in Factory

5 Games-based Learning for Hotel Training
In hotel training, how to deal with customters’ complain is a crucial part when new staff is recruited. However, the traditional way to training the employees is like coaching, lecturing. However, the traditional ways of training are quite boring and not that vivid. So we thought whether GBL could fulfil the task, That is whether GBL could training staff to resolve the complaints.

6 A systematic review associated with GBL in business
Search Term (“computer games” OR “video games” OR “serious games” OR “simulation games” OR “games- based learning” OR “MMOG” OR “MMORPG” OR “MUD” OR “online games”) AND (“outcome” OR "evaluation" OR "impacts" OR "effects" OR "learning" OR "skills" OR “behavior" OR "attitude" OR "engagement" OR "motivation" OR "affect") AND (“business”) Selection criteria: date from Jan 2005 – Dec 2014 include participants over the age of 18 years include an abstract. include empirical evidence relating to the impacts and learning outcomes. include scope of business and management that computer games were used in. More than 5000 papers were selected and 82 papers met inclusion criteria

7 A systematic review associated with GBL in business
Playing entertainment games led to improvements in learning and motivational outcomes in business training (Fu et al., 2016a). GBL did not simply teach serious content, but also influenced the players’ engagement, perceptual and cognitive skills and social skills (Fu et al., 2016a). The studies of entertainment games provided the evidence that playing The results confirmed that

8 Figure 1. The game play

9 Figure 2. Receiving a complaint notice

10 Figure 3. handling guest complaints

11 Figure 4. Selecting a wishing good

12 Evaluation and Analyse GBL for the Chinese Hotel Employees Training
1. Participants 65 participants 6 Chinese hotels 38 (58.5%) female and 27 (41.5%) male

13 Evaluation and Analyse GBL for the Chinese Hotel Employees Training
2. Main research findings: Both the GBL approach and traditional approach groups have a significant increase in knowledge Participants were willing to play the game and interested in play the game as part of their training course.

14 GBL in education Computer Game

15 Advantages and Disadvantages of GBL
Suitability of Computer Games for Learning The Pedagogic Benefits of GBL in Support of Learning Motivation

16 Advantages and Disadvantages of GBL
Lack of Empirical Evidence Costs Technical Barriers

17 Application of GBL in UIC
Courses: Applied ethics in Culture and Creativity Contemporary arts Customer Relationship Management in Cultural Industry Business Communication Organizational Communication

18 Thank you


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