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Improving Educational Games

Strijker, J.J.S. (2024) Improving Educational Games.

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Abstract:Objective: Research showed the potential positive impact activities outside of the educational game activity could have on knowledge retention and transfer of knowledge into the real world. This research aims to investigate the impact on enjoyment, engagement and effectiveness when adding a digital briefing and debriefing into an educational video game. Methods: The evaluation uses a between-group study design, with no exclusion criteria for participants except age of informed consent. The evaluation means to establish whether the impact of a digital brief and debrief are positive or negative as opposed to a control group where the briefing and debriefing are paper based interventions. To establish this impact, a custom digital and paper briefing, a custom educational video game, and a custom digital and paper debriefing were created. The briefing contains a clear goal of the learning activity the educational game contains, the educational game teaches the participants Italian words, and the debriefing contains questions that help the participants process what they just learned and experienced in the game. The variables were measured at the hand of a test on vocabulary for effectiveness, and an interview and behavioural notes for the engagement and enjoyment. Results: 16 participants took part in the evaluation. The experience with the digital brief and debrief was positively received by participants and the digital briefing included in the game showed significant (p=5%) increase in enjoyment (paper group: 3/5 rating, digital group 3.56/5 rating). The effectiveness seemed to be unaffected by the addition of a digital briefing and debriefing (paper group: 66%, digital group 73%). Similarly the digital debriefing did not show any significant increase in enjoyment (paper group: 2.6/5 rating, digital group 2.9/5 rating). The paper control group did however rate the game itself significantly higher than the digital group. (paper group: 4.37/5 rating, digital group 3.75/5 rating). Conclusion: This shows that digital briefs and debriefs can positively affect educational video games, but also bring along other, perhaps unwanted effects, such as impacting the engagement and enjoyment of the game itself. Index Terms - Serious games, Educational games, Web sites
Item Type:Essay (Bachelor)
Clients:
Briljant Onderwijs, Netherlands
Faculty:EEMCS: Electrical Engineering, Mathematics and Computer Science
Subject:02 science and culture in general, 81 education, teaching
Programme:Creative Technology BSc (50447)
Link to this item:https://purl.utwente.nl/essays/98160
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