This video presentation is in partial fulfillment
of requirements for EDUC 8842: Principles of Distance Education. Introducing the keynote speaker,
AspireSTAR
Please press the play button to view Principles of Distance Education video.
Game-based Learning in Distance Education
Annotated
Bibliography
1. Hwang, G., & Wu, P. (2012).
Advancements and trends in digital game-based learning research: a review of
publications in selected journals from 2001 to 2010. British Journal Of Educational Technology, 43(1), E6-E10. doi:10.1111/j.1467-8535.2011.01242.x
In
the British journal of educational technology, Hwang & Wu surveyed 137 DGBL
articles published in seven major technology-based learning journals from 2001
to 2010. By dividing the past 10 years into two periods (ie, 2001–2005 and
2006–2010), it is found that the number of papers published during the second 5
years (ie, 111) is over four times that of the first 5 years (ie, 26), implying
that the studies in this field has become more and more important in the past
decade. Common research groups
are students from higher education and elementary schools are the major samples
of DGBL research. Findings implied
that most researchers have considered children and young people are the major
users of computer games. It is
found that most studies did not involve specific learning domains; instead,
they mainly focused on the investigation of students’ motivations, perceptions
and attitudes toward digital games in the decade. The number of countries contributing to the DGBL studies has
increased in the second 5 years (from 11 to 24), implying that DGBL is becoming
a worldwide research topic.
2. Li-Chun, W., & Ming-Puu, C. (2010).
The effects of game strategy and preference-matching on flow experience and
programming performance in game-based learning. Innovations In Education & Teaching International, 47(1), 39-52.
doi:10.1080/14703290903525838
An
experiential gaming process was implemented to facilitate participants’
transformation of learning experiences in computer programming. One hundred
and fifteen novices participated in the experimental activity. Two types of
game strategy were employed: the matching challenging strategy and the
challenging strategy. The dependent variables included flow experience, learning
motivation, and programming performance. The independent variables were types
of game strategy (matching-challenging versus challenging) and preference matching
(preference-matched versus preference-mismatched). It is concluded that: (1) embedding a matching game in the
experiential-gaming activity diminished learners’ flow experience; and (2)
matching learners’ challenging game preference did not enhance their flow experience.
That is to say, learners became less immersive and probably less joyful.
3.
Atsusi Hirumi, Bob Appelman, Lloyd Rieber,
Richard Van Eck (2010). Preparing Instructional Designers for
Game-Based Learning: Part III. Game Design as a Collaborative Process. (2010). TechTrends: Linking Research & Practice
to Improve Learning, 54(5),
38-45. doi:10.1007/s11528-010-0435-y
In
responses to the question, “what do instructional designers need to know about
game design to optimize game-based learning?” four experts in instructional
game design demonstrate fundamental similarities in perspective. All four also emphasize the importance
of finding a balance; a balance between artistic, empirical, and analytical
approaches to design. Experts also advocate the use of instructional design
processes for optimizing game-based learning. All four also posit new models for design, integrating ID
principles to enhance the overall production process. Continue to wonder Do ID theories have a place in game
development? Does the integration of ID tasks and processes optimize game-based
learning?
4. Wu, W. H.,
Hsiao, H. C., Wu, P. L., Lin, C. H., & Huang, S. H. (2012). Investigating
the learning-theory foundations of game-based learning: a meta-analysis. Journal Of Computer Assisted Learning, 28(3), 265-279.
doi:10.1111/j.1365-2729.2011.00437.x
Investigate
this issue from the perspective of learning theories invoked to underpin
educational computer game design and use based on the four types of learning
theories: behaviourism, cognitivism, humanism and constructivism. Specifically, this study
investigates the following two research questions. (1) What is the
developmental trend of the use of or failure to use a learning-theory
foundation in game-based learning studies? (2) What are the common types and
principles of learning theories used in game-based learning studies? The process involved the following:
inclusion/exclusion criteria; data sources and search strategies; and data
coding and extraction. Two researchers worked
independently to confirm the presence of a learning-theory foundation in each
study. Of the 658 studies, only 91 (13.83%) were based on learning theories. The three most commonly used learning
principles were experiential learning, situated learning theory and PBL, which
implies that most researchers tend to adopt contemporary learning theories and
their principles.
5. Sergei
Gorlatch, Frank Glinka, Alexander Ploss, Chris Rawlings, and Mike Surridge (2012). Developing infrastructures for online games and
distance learning using RTF. The international MultiConference of
Engineers and Computer Science Vol. 1
The Real-Time Framework (RTF) is a novel development
and execution platform for emerging Internet infrastructures and applications
with real-time requirements, such as distance learning and multi-player online
computer games. We study in detail the use of RTF for two application use
cases: 1) multi-player online games running on multiple servers, and 2)
distance learning with frequent interactions over a wide-area network. The overhead of the current
RTF implementation is quite low, allowing the client numbers even on a single
ROIA process (170 clients for RTFDemo) to favorably compare to those of
fast-paced commercial action games (usually up to 64 players, e.g., in Battlefield
2). The multi-server version
using the zoning approach enables a significant increase in the number of
participating clients. RTF supports a smooth and seamless migration of clients
between adjacent zones, i.e. yielding a single seamless virtual world to users.
6. Seung-A Annie Jin (2012). Toward
Integrative Models of Flow: Effects of Performance, Skill, Challenge,
Playfulness, and Presence on Flow in Video Games.
Jornal of Broadcasting & Electronic Media 56(2), 2012, pp. 169-186
DOI: 10.1080/08838151.2012.678516
Participants were
undergraduate students recruited from a university in the United States. The
study prompted participants’ actual game playing prior to the measurement of
flow. Flow was measured by two
statements using 7-point Likert scales and one question: (1) ‘‘Most of the time
I play Wii I feel that I am in flow;’’ (2) ‘‘I have experienced flow in the
Wii;’’ and (3) ‘‘How frequently would you say you have experienced flow when
you play the Wii?’’ Successful
performance (versus failure) in video games results in greater (versus
less) flow. Feelings of competence
function as a positive predictor of flow in video games.
Highly skilled players will feel greater flow when encountering high challenge
and moderately skilled players will feel greater flow when encountering
moderate challenge, whereas game players with a low level of skill will rarely
experience flow regardless of the challenge level. Game
users’ playfulness as an innate autotelic personality factor will moderate the
interaction between skill and challenge in games. Involvement,
spatial presence, physical presence, and self-presence are positive predictors
of flow in music games.
Blog 6: Video Presentation response
1. Ena Smith-Goddard - http://ena-spoonfulofsugar.blogspot.com/
4. Devonee Trivett - http://edtechdiffusionbydevonee.blogspot.com
5. Kelly Stovall-Sapp - gasappwife.wordpress.com
Jasmine: this video is so well done. I am really impressed. I liked how you showed how games, a set of problems really, support student centeredness. Your narration was so natural, and flowed so well, and the video flowed really suprisingly well, as well. Nice work!
ReplyDeleteThe information was complete, the graphics were effective and you made your point very well. Bravo! I have no criticism! -Devonee
I think you truly covered every basis of information or question I may have had about game-based learning. I think all of the videos and images you chose were right on key with the narration. This is really impressive. I loved your video!
ReplyDeleteWonderful presentation. Great choice of video clips to add. You spoke clearly. I think it was great.
ReplyDeleteHi Jasmine,
ReplyDeleteYour video was articulate, and the graphics in the video was consistent with narration. If only I could take my PhD courses in the context of distance gaming! I have played games in my physics and chemistry class, which the instructors used as a way to solve problems while having fun. I agree that gaming can be the next generation of learning online.
Jasmine,
ReplyDeleteAstounding work done on your video presentation!! Your graphical displays were engaging. You also presented strong educational principles that related to your video clips. I especially liked how you managed to move from scene to scene without breaking the flow. The only thing I was not so certain about was if you should have been clearer about your purpose to introduce a keynote speaker. I am not sure, but do you think you should have actually stated who your keynote speaker was. Nonetheless, amazing work Jasmine!!
-Ena
http://ena-spoonfulofsugar.blogspot.com/
I was apprehensive about having music play the entire length of my video because I felt it would take away from the introduction of speaker. However, you proved me wrong because the music actually helped with the flow of the video. What program did you use to create your video? I loved the clips you chose to display while you provided explanations. Excellent video!!!
ReplyDelete