Educational Burst Games - A New Approach for Improving Learner Proficiency

Date

2024-01-03

Contributor

Advisor

Department

Instructor

Depositor

Speaker

Researcher

Consultant

Interviewer

Narrator

Transcriber

Annotator

Journal Title

Journal ISSN

Volume Title

Publisher

Volume

Number/Issue

Starting Page

5357

Ending Page

Alternative Title

Abstract

Learner proficiency in educational games has been a well-researched area for the past decade. The majority of methods use a quasi-mixed method approach that includes some form of assessment of learning prior to, during, and after the game has been played. During gameplay, game-based assessment (GBA) can be used to assess the learning imparted by the game to the students. A common strategy for GBA has been to utilize surveys and built-in quizzes to measure student learning during gameplay. However, this impacts students’ attention negatively as they need to change their attention from gameplay to the assessment and back. Educational burst games (EBR) are fast repetitive action-oriented games that build player proficiency through repetitive gaming. In this paper, we present the design of a math game that follows EBR principles and evaluate the learning gains via a small sample of students. Our findings indicate that EBR works well in certain educational contexts and can be further expanded to work well with real-time GBA techniques.

Description

Keywords

Game-based Learning, assessment., educational games, game design, learning, proficiency

Citation

Extent

9 pages

Format

Geographic Location

Time Period

Related To

Proceedings of the 57th Hawaii International Conference on System Sciences

Related To (URI)

Table of Contents

Rights

Attribution-NonCommercial-NoDerivatives 4.0 International

Rights Holder

Local Contexts

Email libraryada-l@lists.hawaii.edu if you need this content in ADA-compliant format.