Cited by 17Educational Games and GamificationMultimedia Learning SystemsDigital Games and Media

IMPROVEMENT OF A LECTURE GAME CONCEPT - Implementing Lecture Quiz 2.0

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Bian Wu, Alf Inge Wang, Erling Andreas Børresen, Knut Andre Tidemann·2011·Proceedings of the 3rd International Conference on Computer Supported Education

Abstract

Nowadays, computer games are played in a technology-rich environment equipped with laptops, smart phones, game consoles (mobile and stationary), set-top boxes, and other digital devices. It is believed that the intrinsic motivation for games in young people can be combined with educational content and objectives into what Prensky calls “digital game-based learning” [1]. In recent years especially, the innovative mobile electronic products, such as phones and Android phones, present new opportunities for Game- Based Learning (GBL). These devices can be combined with game content to be played in different locations such as classrooms, offices, homes, and outside, for formal and/or informal learning. Further, new game development tools, including some game editors, simplify the game development process and even let game players create their own games without programming. In this context, not only can a game be used for learning, but game development can also be used as assignments in education.This thesis investigates how to apply games or game development as a motivation for lecture-based coursework learning using current computer technology. The term “lecture games” is defined and categorized in order to identify the research scope. Generally, games can be integrated in coursework in three ways. First, games can be used instead of traditional exercises motivating students to put more effort into the work, and giving the teacher and/or teaching assistants an opportunity to moni…

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  • Experiments with early Lecture Quiz prototypes showed that Lecture Quiz increased student motivation, engagement, and perceived learning through entertaining social learning activities.

    “Experiments with the early prototypes showed that Lecture Quiz increased student motivation, engagement, and perceived learning through entertaining social learning activities (Wang, Øfsdal, & Mørch-Storstein, 2008;Wu, Wang, Børresen, & Tidemann, 2011).”

    From The effect of using Kahoot! for learning – A literature review (2020) · cites this paper as Wu, Wang, Børresen, & Tidemann, 2011

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Authors
Wu, B., Wang, A. I., Børresen, E. A., & Tidemann, K. A.
Affiliations
Norwegian University of Science and Technology (NO)
Venue
Proceedings of the 3rd International Conference on Computer Supported Education
Published
2011
Pages
26-35
OpenAlex
W55520153
Cited by
17
References
1
Citations by year
2024: 3 · 2023: 1 · 2021: 4 · 2020: 3 · 2019: 2 · 2017: 1 · 2014: 2
FWCI
2.48
Type
conference paper
Language
en
Open access
Licence
cc-by-nc-nd
Locations
International Conference on Computer Supported Education (publishedVersion, cc-by-nc-nd)
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Physical Sciences › Computer Science › Information Systems › Multimedia Learning Systems
  • Social Sciences › Sociology and Political Science › Digital Games and Media
Keywords
game-based learning, game development framework, student motivation, student participation, game design theory, pedagogy, mobile games, game engines, game editor, lecture-based learning, educational game evaluation

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