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Game-Based Learning and its Effects on Problem Solving Jennifer Lowery, Radu Nicolescu, & Sarah Stalker EIPT 5533: Introduction to Instructional Technology.

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Presentation on theme: "Game-Based Learning and its Effects on Problem Solving Jennifer Lowery, Radu Nicolescu, & Sarah Stalker EIPT 5533: Introduction to Instructional Technology."— Presentation transcript:

1 Game-Based Learning and its Effects on Problem Solving Jennifer Lowery, Radu Nicolescu, & Sarah Stalker EIPT 5533: Introduction to Instructional Technology

2 Outline  Introduction  Problem/Issues  Literature Review  Positive Outcomes -- Sarah  Liu, Cheng, Huang (2011)  Yang (2012)  Chang, Wu, Weng, Sung (2012)  Inconclusive Outcomes -- Radu  Fanetti (2011)  Spiers, Rowe, Mott, Lester (2011)  Killi (2007)  Negative Effects -- Jenn  Frank (2012)  Rieber & Noah (2008)  Conclusions  References

3 What is Game-Based Learning?  Game based learning has three components  Competition  Engagement  Immediate Feedback  Computer games being used more as an intrinsically motivating educational tool that encourages curiosity (Chang et al., 2012)

4 Why Use Game-Based Learning  What researchers are trying to gain from studying game- based learning: James Gee on Video Games: MacArthur Foundation  Example of a game used for learning A Serious Game for Medical Training in Advanced Life Support

5 Positive Outcomes Studies showing an increase in problem solving skills after using game-based learning in the classroom.

6 The effect of simulation games on the learning of computational problem solving – Liu, Cheng & Huang (2011)  Goal: To obtain a clearer picture of the problem solving strategies by using simulation games.  Study Design  Introduction to Computer Science Course  Used activity logs to record and extract behavioral attributes  Results: Simulation games constitute as an effective approach assisting novice programmers to learn problem solving skills Positive Outcomes

7 Building virtual cities, inspiring intelligent citizens: Digital games for developing students’ problem solving and learning motivation – Yang (2012)  Goal: How does using a DGBL environment affected development of students’ problem solving skills and learning motivation? (She had 4 research questions – See Handout)  Study Design  9 th Grade Civics & Society Class – Experiment & Control Groups  Used test scores (pre-test & post-test)  Results  DGBL was effective in promoting and improving students’ problem solving skills – Traditional teaching method showed no improvement  Higher-order thinking skills take an entire semester to develop Positive Outcomes

8 Embedding game-based problem-solving phase into problem-posing system for mathematics learning – Chang et al. (2012)  Goal: Effects of Problem-posing system on students problem-posing and problem-solving abilities as well as flow experiences.  Study Design  Fifth grade students from four different classes  Pre-test and post-test  Results  Pre-test scores had to be below a certain value for there to be improvement in problem solving abilities  Problem-solving, posing, and flow experiences were greater in the experimental group than control group. Positive Outcomes

9 Inconclusive Outcomes Neither significant increase nor significant decrease in problem solving skills were noticed after using game-based learning in the classroom.

10 The effect of problem solving video-games on the science reasoning skills of college students – Fanetti (2001)  Goal: To determine in what ways, if any, the problem-solving video games affect students’ reasoning and problem solving  Study Design  Both qualitative and quantitative methods  Players solve puzzles including certain types of reasoning  The researcher records each participant’s performance and the answers to an interview.  Results: Participants’ performances proved that the use of problem-solving games “did not improve the science reasoning skills” Inconclusive Outcomes

11 Problem solving and game based learning: effects of middle grade students’ hypothesis testing strategies on learning outcomes - Spires, Rowe, Mott, Lester (2011)  Goal: To determine how well students who played a specific game, could problem-solve within the game  Study Design  Analyses of relationships among participants’ hypothesis testing strategies, content learning gains, and in-game performance  Multiple regression analysis (post-test scores vs. number of goal completed and the pre-test scores).  Results: The game was more effective for some students but not as effective for others.

12 Foundation for problem-based gaming - Kiili (2007)  Goal: To develop a model for problem-based gaming that can be used to design more effective educational games  Study Design  Subjects participated in a business simulation game  Qualitative study; subjects were interviewed after the game.  Results: Educational games design does not necessarily lead to improved problem-solving skills. Inconclusive Outcomes

13 Negative Effects Negative effects sometime occur when using game-based learning software.

14 Gaming the game: a study of the gamer mode in educational wargaming – Frank (2011)  Goal: To determine if proper and effective officer training will be used in a simulation/game  Study Design  Cadets going through officer training education were paired to complete a simulated mission.  Cadets were monitored both in their conversations and in actions.  Results: The cadets defied most of the training they received and simply went into “warrior mode.” Negative Effects

15 Games, simulations, and visual metaphors in education: antagonism between enjoyment and learning – Rieber & Noah (2008)  Goal: To determine if game-like situations increased adult learning.  Study Design  University students played a game created to teach the relationship between acceleration and velocity.  Pre- and post-tests were given to all participants.  Results: Most students were consumed with improving their score and did not discover the relationship between the concepts. Negative Effects

16 Conclusion  More research data shows that gaming is beneficial  Certain software just does not deliver  Many variables that could affect the outcome  More research is necessary because of contradictory data  Games have to be carefully designed in order to become effective learning tools

17 References  http://serc.carleton.edu/introgeo/games/whatis.html http://serc.carleton.edu/introgeo/games/whatis.html  https://www.youtube.com/watch?v=qGd1URORsoE&feature=BFa&list=PL4BF893B77D 0FA512 https://www.youtube.com/watch?v=qGd1URORsoE&feature=BFa&list=PL4BF893B77D 0FA512  https://www.youtube.com/watch?v=Be8UJeRBN1I&feature=related https://www.youtube.com/watch?v=Be8UJeRBN1I&feature=related  Chang, K., Wu, L., Weng, S., & Sung, Y. (2012). Embedding game-based problem solving phase into problem-posing system for mathematics learning. Computers & Education, 58(2), 775-786.  Fanetti, T. (2011). The effect of problem solving video games on the science reasoning skills of college students. Retrieved from ProQuest on 10/15/2012.  Frank, A. (2012). Gaming the game: a study of the gamer mode in educational wargaming. Simulation & Gaming, 43(1), 118-132.  Kiili, K. (2007). Foundation for problem-based gaming. British Journal of Educational Technology. Vol 38 No 3, 394-404.  Liu, C. C., Chen, Y.B. & Huang, C.W. (2011). The effect of simulation games on the learning of computational problem solving. Computers & Education 57, pp.1907–1918.  Rieber, L. P., & Noah, D. (2008). Games, simulations, and visual metaphors in education: antagonism between enjoyment and learning. Educational Media International, 45(2), 77-92.  Spires, H, Rowe, J., Mott, B, Lester, J. (2011). Problem solving and game based learning: effects of middle grade students’ hypothesis testing strategies on learning outcomes. J. Educational Computing Research, Vol 44(4) 453-472.  Yang, Y. T. C. (2012). Building virtual cities, inspiring intelligent citizens: Digital games for developing students’ problem solving and learning motivation. Computers & Education, 59, 365-377.


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