The Internet and Higher Education ( IF 6.4 ) Pub Date : 2022-07-04 , DOI: 10.1016/j.iheduc.2022.100874 Christian Moro , Charlotte Phelps , James Birt
The inclusion of game-based learning in tertiary institutions is increasing as educators seek ways to enhance student engagement and motivation. During the development process for gaming resources, educators need feedback to ensure a quality learning experience. In many cases this feedback is generally received from students at the end of the subject or course and is often regulated centrally. Another way of garnering feedback and capturing player analytics could be to capitalize on the millions of global gamers. A game developed for use in a Health Sciences and Medicine program, The King's Request: Physiology and Anatomy Revision Game, was made freely available on the Steam platform. Over 16,000 Steam users engaged with the game over 12 months, with 150 providing written reviews. In contrast, a cohort of 100 first-year health science and medical students were requested to review the game after playing in class, with only 17 providing written feedback. In reviewing feedback, similarities were found between the groups, such as where both Steam community players and in-class students requested more questions and a longer game. However, the Steam community highlighted several unique aspects which could be used to improve the game for learning, such as a refined implementation of the incentive system. As the online gaming community is far larger than students enrolled in any tertiary subject, its expansive feedback can be used to accelerate the design and refinement of serious games. This wealth of feedback could provide unique insights for educators wishing to improve the provision of games in education and the overall student learning experience.
中文翻译:
通过来自 STEAM 在线游戏社区的众包反馈改进严肃游戏
随着教育工作者寻求提高学生参与度和积极性的方法,高等教育机构中基于游戏的学习正在增加。在游戏资源的开发过程中,教育工作者需要反馈以确保高质量的学习体验。在许多情况下,这种反馈通常是在学科或课程结束时从学生那里收到的,并且通常受到集中监管。获得反馈和捕捉玩家分析的另一种方法可能是利用数百万全球游戏玩家。为用于健康科学和医学项目而开发的游戏,国王的要求:生理学和解剖学修订游戏, 在 Steam 平台上免费提供。超过 16,000 名 Steam 用户在 12 个月内参与了该游戏,其中 150 人提供了书面评论。相比之下,100 名一年级健康科学和医学生被要求在课后复习游戏,只有 17 人提供书面反馈。在审查反馈时,发现了小组之间的相似之处,例如 Steam 社区玩家和课堂学生都要求更多问题和更长的游戏。然而,Steam 社区强调了几个独特的方面,可用于改进游戏的学习,例如激励系统的改进实施。由于在线游戏社区的规模远远大于任何高等教育学科的学生,其广泛的反馈可用于加速严肃游戏的设计和改进。这种丰富的反馈可以为希望改善教育游戏提供和整体学生学习体验的教育工作者提供独特的见解。