A Proposal for an Immersive Scavenger Hunt-Based Serious Game in Higher Education

IF 4.6 Q2 MATERIALS SCIENCE, BIOMATERIALS
Alma Pisabarro-Marron;Carlos Vivaracho-Pascual;Esperanza Manso-Martinez;Silvia Arias-Herguedas
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Abstract

Contribution: A successful activity based on the scavenger hunt (SH) game is presented here. Although “serious game” in education now seems synonymous with videogame, the effectiveness of hands-on traditional games to increase student performance that, besides, they also like is defended and proved. The proposal is not focused, as is usual, on a single aspect of the educational environment, but on integrating behavioral and affective aspects into the learning process. Background: The literature analysis shows the predominance of serious games based on videogames in education, perhaps due to the lack of objective evidence concerning the influence of traditional game alternatives, such as SHs, on students’ attitude/learning. This objective evidence is addressed with a proposal to motivate and integrate the students, making them more participative and thus positively affect their learning. Intended Outcomes: The activity increases motivation (behavioral outcome) and socialization (affective outcome), boosting learning (competence outcome); besides, students like the activity. Application Design: The necessity for a different instructional strategy came from the lack of commitment by the students in the first year of Computer Science Engineering. So a game (they are entertaining and powerful tools to increase motivation) that takes the students outside their normal working environment (classroom and laboratory) was designed. The study follows a cross sectional design with experimental and control sets randomly created, and sizes of 106 and 98 students, respectively. Findings: Highly satisfactory and statistically significant results were achieved: their attitude in class and personal study was more active (motivation), new relationships were created (socialization), they obtained better marks (learning) and enjoyed the activity (user experience), even though it was nondigital.
基于沉浸式寻宝游戏的高等教育严肃游戏提案
贡献:本文介绍了一个基于寻宝游戏(SH)的成功活动。虽然 "严肃游戏 "在教育领域现在似乎是电子游戏的同义词,但实践证明,传统游戏不仅能提高学生的成绩,还能让他们喜欢。该建议并不像通常那样只关注教育环境的单一方面,而是将行为和情感方面融入学习过程。背景:文献分析表明,以电子游戏为基础的严肃游戏在教育中占主导地位,这可能是由于缺乏有关传统游戏(如 SHs)对学生态度/学习的影响的客观证据。针对这一客观证据,我们提出了一项建议,以激励和融合学生,使他们更积极地参与,从而对他们的学习产生积极影响。预期成果:该活动提高了积极性(行为结果)和社会化(情感结果),促进了学习(能力结果);此外,学生喜欢该活动。应用设计:由于计算机科学工程专业一年级的学生缺乏投入,因此有必要采取不同的教学策略。因此,我们设计了一个游戏(它们是提高学习动机的娱乐性和强有力的工具),将学生带出他们正常的工作环境(教室和实验室)。研究采用横断面设计,实验组和对照组随机产生,学生人数分别为 106 人和 98 人。研究结果取得了非常令人满意且具有统计学意义的结果:他们在课堂和个人学习中的态度更加积极(动机),建立了新的关系(社会化),获得了更好的分数(学习),享受了活动(用户体验),尽管这是非数字化的活动。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
ACS Applied Bio Materials
ACS Applied Bio Materials Chemistry-Chemistry (all)
CiteScore
9.40
自引率
2.10%
发文量
464
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