You are here:

Adding Social Elements to Game-Based Learning
ARTICLE

, , , , Chung Yuan Christian University

iJET Volume 9, Number 3, ISSN 1863-0383 Publisher: International Association of Online Engineering, Kassel, Germany

Abstract

Game-based learning is to present the instruction by games in learning, with the main purpose of triggering learners’ motives instead of instructing the courses. Thus, increasing learning motive by game-based learning becomes a common instructional strategy to enhance learning achievement. However, it is not easy to design interesting games combined with courses. In 2011, Echeverria proposed a design to combine characteristics of games with elements of courses by matching the virtual scenarios in games with proper courses. However, in the past game-based learning, students were gathered in regular places for several times of game-based learning. Students’ learning was limited by time and space. Therefore, for students’ game-based learning at any time and in any places, based on theories of design elements of online community game Aki Järvinen, this study treats Facebook as the platform of games. The development by online community game is easier, faster and cheaper than traditional video games. In 2006, Facebook allowed API program of the third party. Therefore, by Facebook, this study provides the platform for students to learn in social lives to explore students’ activities in online community games. Questionnaire survey is conducted to find out if the design of non-single user game is attractive for students to participate in game-based learning. In order to make sure that the questionnaires can be the criteria to investigate students’ intention to play games, by statistical program of social science; this study validates reliability and validity of items of questionnaire to effectively control the effect of online community games on students’ learning intention.

Citation

Lai, C.H., Lin, Y.C., Jong, B.S. & Hsia, Y.T. (2014). Adding Social Elements to Game-Based Learning. International Journal of Emerging Technologies in Learning (iJET), 9(3), 12-15. Kassel, Germany: International Association of Online Engineering. Retrieved August 20, 2019 from .

Keywords