Serious Games Effect Analysis On Player's Characteristics
-
Published:2022-10-07
Issue:
Volume:
Page:1621-1639
-
ISSN:
-
Container-title:Research Anthology on Game Design, Development, Usage, and Social Impact
-
language:
-
Short-container-title:
Author:
Kaimara Polyxeni1, Fokides Emmanuel2, Plerou Antonia3, Atsikpasi Pinelopi2, Deliyannis Ioannis1
Affiliation:
1. Ionian University, Department of Audiovisual Arts, Corfu, Greece 2. University of the Aegean, Department of Primary Education, Rhodes, Greece 3. Ionian University, Department of Informatics, Corfu, Greece
Abstract
“Serious games” refer to games that go beyond pure entertainment and promote learning. They are utilized within a variety of learning environments enabling students to acquire knowledge and skills, while they offer wide benefits. The authors' team measured and analyzed various factors related to the gameplay and educational content when 2D and 3D serious games are introduced in the educational process. The main objective focused on the correlation of the University students' views that were sharing common characteristics, like gender, information and communication technology skills, game playing experience, and specific scientific background with factors that related to the gameplay as well as the learning effectiveness. The results revealed that game-playing experience had a more positive impact in the case of males, while perceived learning effectiveness of 2D was higher compared to the 3D serious game for both genders. Moreover, there are differentiations among females concerning the scientific background, Information and Communication Technology skills and game-playing experience.
Reference56 articles.
1. Abt, Clark C. Serious Games. New York: Viking, 1970, 176 pp., $5.95, L.C. 79-83234 2. Comparing 2D and 3D game-based learning environments in terms of learning gains and student perceptions 3. The effect of gamification on motivation and engagement 4. Anderson, S.J., Jamniczky, H., Williams, C., Krigolson, O., Coderre, S., & Hecker, K. (2019). Learning from Two-Dimensional (2D) versus Three-Dimensional Anatomical Models: Assessing Working Memory Requirements Using Electroencephalography (EEG). FASEB J., 33(1_supplement). 5. Arnab, S., Berta, R., Earp, J., De Freitas, S., Popescu, M., Romero, M., . . . Usart, M. (2012). Framing the adoption of serious games in formal education. Electronic Journal of e-Learning, 10(2), 159-171. Retrieved from http://sci-hub.tw/https://eric.ed.gov/?id=EJ985419
|
|