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Successful implementation of user-centered game based learning in higher education: An example from civil engineering
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Computers & Education Volume 49, Number 3, ISSN 0360-1315 Publisher: Elsevier Ltd

Abstract

The use of an online game for learning in higher education aims to make complex theoretical knowledge more approachable. Permanent repetition will lead to a more in-depth learning.To gain insight into whether and to what extent, online games have the potential to contribute to student learning in higher education.The online game was used for the first time during a lecture on Structural Concrete at Master’s level, involving 121 seventh semester students.Pre-test/post-test experimental control group design with questionnaires and an independent online evaluation.The minimum learning result of playing the game was equal to that achieved with traditional methods. A factor called “joy” was introduced, according to [Nielsen, J. (2002): User empowerment and the fun factor. In Jakob Nielsen’s Alertbox, July 7, 2002. Available from http://www.useit.com/alertbox/20020707.html.], which was amazingly high.The experimental findings support the efficacy of game playing. Students enjoyed this kind of e-learning.

Citation

Ebner, M. & Holzinger, A. (2007). Successful implementation of user-centered game based learning in higher education: An example from civil engineering. Computers & Education, 49(3), 873-890. Elsevier Ltd. Retrieved July 16, 2019 from .

This record was imported from Computers & Education on February 1, 2019. Computers & Education is a publication of Elsevier.

Full text is availabe on Science Direct: http://dx.doi.org/10.1016/j.compedu.2005.11.026

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