Exploring Reflective Learning in Digital Game-Based Learning: A User Research

Anjuman Shaheen, Panagiotis Fotaris
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 The study was conducted in two phases. In the first phase, a survey was administered to 101 young adults between the ages of 18 and 24. The survey aimed to get participants' perceptions and acceptance of games exhibiting reflective features such as heads-up displays, screen maps, message prompts, and performance comparison charts. The results showed that 86.5% of participants accepted the idea of reflective game design, indicating a high level of interest in this approach to learning. In the second phase, fifteen in-depth interviews were conducted to explore further participants' perceptions and acceptance of reflection in games. The thematic analysis of the interviews revealed common trends in using reflective game practices to design a new GBL approach. Participants noted that reflective game design can foster deeper learning, promote problem-solving skills, and enhance learning motivation.
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Abstract

Reflective learning has gained popularity as an effective form of education that involves students reflecting on their past experiences to enhance their skills and learning. In recent years, it has been observed that games offer experiential learning and are reflective in nature, making them the ideal medium to integrate reflective learning. With digital games being popular among people of all ages, particularly young adults and children, this study explores the advantages of explicitly incorporating reflective learning into digital game-based learning (GBL) by investigating young adults' perceptions of reflective game design (RGD). Research suggests that digital games implicitly promote reflective learning by encouraging critical thinking, self-awareness, problem-solving skills, and motivation. Additionally, reflective learning provides immediate feedback to students, promoting self-directed learning. Allowing students to reflect on their gaming experiences can make digital games more immersive, leading to deeper learning. The study was conducted in two phases. In the first phase, a survey was administered to 101 young adults between the ages of 18 and 24. The survey aimed to get participants' perceptions and acceptance of games exhibiting reflective features such as heads-up displays, screen maps, message prompts, and performance comparison charts. The results showed that 86.5% of participants accepted the idea of reflective game design, indicating a high level of interest in this approach to learning. In the second phase, fifteen in-depth interviews were conducted to explore further participants' perceptions and acceptance of reflection in games. The thematic analysis of the interviews revealed common trends in using reflective game practices to design a new GBL approach. Participants noted that reflective game design can foster deeper learning, promote problem-solving skills, and enhance learning motivation. This study contributes to developing principles and guidelines for RGD that can assist researchers, educators, and game designers in creating effective educational games. By explicitly incorporating reflective learning into digital GBL, educational games can become more engaging, immersive, and effective in promoting critical thinking, STEM literacy, self-awareness, problem-solving skills, and motivation among students.
探索基于数字游戏的学习中的反思性学习:一项用户研究
反思性学习作为一种有效的教育形式,让学生反思他们过去的经历,以提高他们的技能和学习能力,已经受到欢迎。近年来,人们观察到,游戏提供了体验式学习,本质上是反思性的,这使它们成为整合反思性学习的理想媒介。由于数字游戏在各个年龄段的人群中都很受欢迎,尤其是年轻人和儿童,本研究通过调查年轻人对反思性游戏设计(RGD)的看法,探索将反思性学习明确融入基于数字游戏的学习(GBL)的优势。研究表明,数字游戏通过鼓励批判性思维、自我意识、解决问题的技能和动机,含蓄地促进了反思性学习。此外,反思性学习为学生提供即时反馈,促进自主学习。允许学生反思他们的游戏体验可以使数字游戏更具沉浸感,从而导致更深入的学习。 这项研究分两个阶段进行。在第一阶段,对101名年龄在18至24岁之间的年轻人进行了调查。该调查旨在让参与者了解并接受带有反射功能的游戏,如抬头显示器、屏幕地图、信息提示和性能比较图表。结果显示,86.5%的参与者接受了反思性游戏设计的理念,这表明他们对这种学习方法非常感兴趣。在第二阶段,我们进行了15次深度访谈,以进一步探索参与者对游戏中反思的看法和接受程度。访谈的主题分析揭示了使用反思性游戏实践来设计新的GBL方法的共同趋势。与会者指出,反思性游戏设计可以促进更深入的学习,提高解决问题的能力,增强学习动机。 这项研究有助于开发RGD的原则和指导方针,帮助研究人员、教育工作者和游戏设计师创造有效的教育游戏。通过明确地将反思性学习整合到数字GBL中,教育游戏可以变得更加引人入胜、身临其境,并有效地促进学生的批判性思维、STEM素养、自我意识、解决问题的技能和动机。
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