{"title":"Research on the Design and Effect of Serious Game Technology Transfer in Experiential Education","authors":"Yingchun Xue, Guoping Chen, Guosen Miao, Chun Liu","doi":"10.1109/ICET52293.2021.9563151","DOIUrl":null,"url":null,"abstract":"Serious games are considered a useful tool for educational purposes. In order to improve the teaching effect of serious games, enrich the teaching process, and stimulate students' curiosity and interest, Survival Island is used as the carrier of serious games. In the context of the application and improvement of Kolb's theory of experiential learning circles, this paper provides a systematic study of the technology transfer and outcome evaluation of serious games. The main method is to use the game through the operation of “experience-publish-summary-application-improvement” Procedure, the introduction of the first teaching focus: team concept and problem-solving background, through the conflicts of team members and then introduced to the second teaching focus: communication concepts and skills, etc. Specifically, 68 students of 18 levels of administrative management in a college are divided into large experimental group, small experimental group, and observation group for course teaching. After class practice tests, after-class effect evaluation surveys, the large experimental group's knowledge acquisition and satisfaction levels are respectively reached 95.56% and 97.78%, the knowledge acquisition and satisfaction degree of the small experimental group reached 93.33% and 95.56%, respectively, and the knowledge acquisition and satisfaction degree of the observation group reached 92.8% and 91.2%, respectively. The results show that this serious game is mainly conducted by students for participatory practice simulation exploration, and has achieved good results, which proves that the serious game design and technology transfer are effective.","PeriodicalId":432459,"journal":{"name":"2021 IEEE International Conference on Educational Technology (ICET)","volume":"193 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-06-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2021 IEEE International Conference on Educational Technology (ICET)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICET52293.2021.9563151","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Serious games are considered a useful tool for educational purposes. In order to improve the teaching effect of serious games, enrich the teaching process, and stimulate students' curiosity and interest, Survival Island is used as the carrier of serious games. In the context of the application and improvement of Kolb's theory of experiential learning circles, this paper provides a systematic study of the technology transfer and outcome evaluation of serious games. The main method is to use the game through the operation of “experience-publish-summary-application-improvement” Procedure, the introduction of the first teaching focus: team concept and problem-solving background, through the conflicts of team members and then introduced to the second teaching focus: communication concepts and skills, etc. Specifically, 68 students of 18 levels of administrative management in a college are divided into large experimental group, small experimental group, and observation group for course teaching. After class practice tests, after-class effect evaluation surveys, the large experimental group's knowledge acquisition and satisfaction levels are respectively reached 95.56% and 97.78%, the knowledge acquisition and satisfaction degree of the small experimental group reached 93.33% and 95.56%, respectively, and the knowledge acquisition and satisfaction degree of the observation group reached 92.8% and 91.2%, respectively. The results show that this serious game is mainly conducted by students for participatory practice simulation exploration, and has achieved good results, which proves that the serious game design and technology transfer are effective.