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Smart Pedagogy of Game-based Learning

✍ Scribed by Linda Daniela


Publisher
Springer
Year
2021
Tongue
English
Leaves
236
Series
Advances in Game-Based Learning
Edition
1
Category
Library

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✦ Synopsis


This book addresses the role of appropriate, specialized, structured pedagogy for game-based learning. It is an important reference for researchers who have carried out studies in the field of game-based learning with a focus on the digital learning environment. The educational landscape has dramatically changed in times of global pandemic urging us to search for new solutions, new educational pathways, and new agents for knowledge development. There is a need to support learning by using digital learning materials during remote learning or distance learning, where pedagogically structured game-based learning elements can play a role in motivating students to achieve.

Utilizing game-based learning in education is not new, but this book adds substantially to the research base of the topic. The book reveals many new concepts, such as, balancing games and learning, supporting knowledge development, supporting the development of motivation, supporting balanced cognitive load in an effort to avoid ineffective forms of game-based learning  


✦ Table of Contents


Preface
Hopes for Game-Based Learning
Organization of the Book
References
Contents
About the Authors
Chapter 1: Game-Based Learning and Assessment of Creative Challenges Through Artefact Development
Introduction
Creativity Challenges: Three Experiments for Applying Creativity and Artefact Building
Assessing Creativity and Meeting Objectives
Achievements and Interpreting Them
Conclusions
References
Chapter 2: The Role of Instructional Activities for Collaboration in Simulation-Based Games
Introduction
Collaboration in GBL and Simulation-Based Games
Instructional Activities to Trigger Collaboration
Methods
RealGame Simulation-Based Business Game Environment
Instructional Activities in the Simulation-Based Game Session
Participants, Data Collection and Analysis
Findings
Pre-game Instructional Activities
During-Game Instructional Activities
Pop-Up Instruction
Feedback in the Interim Results Session
Concluding Discussion
References
Chapter 3: Repurposing Tech Tools for Game-Based Learning
Methods
What Is a Curricular Game?
Game Stories: Plausibility and Messaging
Storytelling: Words, Images, and Actions
Decision-Making: Linking
Immediate Feedback: Responses and Fail States
Assessment: Making Thinking Visible
Conclusion
Works Cited
Chapter 4: Designing and Playing Games in Scratch: Smart Pedagogy of a Game-Based Challenge for Probabilistic Reasoning
Introduction
Literature Review
Methodology
Participants and Context
Data Collection and Analysis
Results
The Role of Randomness in Designing and Playing Games
Spatial Representations in Designing and Playing Games for Expressing Probability
Discussion and Conclusions
References
Chapter 5: Using Game-Based Learning to Prompt Reflective and Holistic Thinking in Project Management
Background
The Game
Findings
Results from the Survey
Correlation Between Lack of Involvement and Biases in Decision-Making
Discussions
Conclusion
References
Chapter 6: Game-Based Learning for Teaching Multiplication and Division to Kindergarten Students
Introduction
Rationale
Methodology
First Phase
Second Phase
Third Phase
Results
Evaluate the Effectiveness of KTMDG for Mathematical Achievement on Multiplication
Evaluate the Effectiveness of KTMDG for Mathematical Achievement on Division
Evaluating the Stratification of Students on Multiplication According to Their Success in Pretest
Evaluating the Stratification of Students on Division According to Their Success in Pretest
Conclusions and Discussion
References
Chapter 7: Gamify Gamifying: Learning with Breakouts
Game-Based Learning in Education
Gamification and Cognitive Processes
Gamification with Breakouts
Experience with Digital Breakouts
Objectives of the Activity
Procedure
Tools Learning Phase
Development Phase in Cooperative Groups
Obtained Results
Conclusions
Appendix 1. Questionnaire Used
References
Chapter 8: Designing an Online Escape Room as an Educational Tool
Introduction
State of the Art
Research Design
Results
Discussion
Conclusions
References
Chapter 9: Factors Affecting Game-Based Learning Experience: The Case of Serious Games
Introduction
Factors Commonly Used in Serious Games’ Assessment
Method
Research Questions
Participants and Duration of the Project
Materials
Instrument
Procedure and Data Processing
Results
Discussion
Implications for Research and Practice
Limitations and Future Research
Conclusion
References
Chapter 10: Implementing Quiz Apps as Game-Based Learning Tools in Higher Education for the Enhancement of Learning Motivation
Introduction
Methodology
Results
Conclusions
References
Chapter 11: Reflections on the Application of a Gamified Environment to Foster Young​ ​Learners’ Digital Competencies
Introduction
Key Definitions
The European Digital Competence Framework (DigComp)
Game-Based Learning (GBL), Gamification, and Educational Games
Digital Educational Games
The Context
Digital Citizenship Education to Support Smart Pedagogy
User Experience (UX) and Educational Design Research
Design, Development, and Evaluation
Reflections and Recommendations
Conclusion
References
Chapter 12: Game Design for Adult Learning: Blending Smart Pedagogy and an Andragogic View
Introduction
Theoretical Background
Andragogy: Adult Education
Games in Adult Education
Game Design for Adult Learning
Smart Pedagogy
Research Methodology
Data Analysis
Some Final Thoughts
References
Chapter 13: Serious Film Games (S.FI.GA.): Integrating Game Elements with Filmmaking Principles into Playful Scriptwriting
Introduction
Theoretical Perspectives and Basic Principles
First Principle: Respect for the Personal and Private Reality of Each Student
Second Principle: Passing Through Character Integrity on Students’ Scriptwriting
Third Principle: Readiness for Change, Openness, and Innovative Mood
Storytelling and Creativity Methods
Game-Based Learning Principles
Learning Objectives
Research Methodology
Game Description
Discussion of Results
Phase 1: Evaluation Questionnaire
Phase 2: Semi-structured Interviews
Conclusion
Appendix
Complementary Material
Video Recordings
References
Index


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