A Proof-of-Concept Study of Game-Based Learning in Higher Education. (August 2016)
- Record Type:
- Journal Article
- Title:
- A Proof-of-Concept Study of Game-Based Learning in Higher Education. (August 2016)
- Main Title:
- A Proof-of-Concept Study of Game-Based Learning in Higher Education
- Authors:
- Crocco, Francesco
Offenholley, Kathleen
Hernandez, Carlos - Abstract:
- Background . Much literature has theorized on the potential educational benefits offered bygame-based learning (GBL). However, recentmeta-data analyses of studies conducted on the efficacy ofGBL offermixed results . Furthermore, many of the studies available rely more on close reading, inference, small sample sizes, and qualitative responses than on quantitative, data-driven analyses. Aim . This article describes a proof-of-concept study designed to assess theeffects ofGBL onenjoyment, engagement, andlearning inhigher education using a large sample size and quantitative measures. Method . The study uses a large data set (n = 440) involvingEnglish, Math andScience undergraduate courses. For the first semester, faculty participants were trained in how to implementgame-based pedagogy and created analoggame-based lessons. In the following semester, each professor taught one section of a course usinggames and another section of the same course withoutgames . Students in the game-based and control groups were givenattitude surveys about the subject at the beginning of the semester, apost-lesson survey after the game or regular lesson, and apost-lesson quiz with separate questions to assesssurface learning anddeep learning . Results .Enjoyment correlated with improvements indeep learning in both thegame and non-game classes.Games increased reportedenjoyment levels, especially in subjects where students reported the greatest anxiety aboutlearning, and this increase inenjoymentBackground . Much literature has theorized on the potential educational benefits offered bygame-based learning (GBL). However, recentmeta-data analyses of studies conducted on the efficacy ofGBL offermixed results . Furthermore, many of the studies available rely more on close reading, inference, small sample sizes, and qualitative responses than on quantitative, data-driven analyses. Aim . This article describes a proof-of-concept study designed to assess theeffects ofGBL onenjoyment, engagement, andlearning inhigher education using a large sample size and quantitative measures. Method . The study uses a large data set (n = 440) involvingEnglish, Math andScience undergraduate courses. For the first semester, faculty participants were trained in how to implementgame-based pedagogy and created analoggame-based lessons. In the following semester, each professor taught one section of a course usinggames and another section of the same course withoutgames . Students in the game-based and control groups were givenattitude surveys about the subject at the beginning of the semester, apost-lesson survey after the game or regular lesson, and apost-lesson quiz with separate questions to assesssurface learning anddeep learning . Results .Enjoyment correlated with improvements indeep learning in both thegame and non-game classes.Games increased reportedenjoyment levels, especially in subjects where students reported the greatest anxiety aboutlearning, and this increase inenjoyment correlated positively with improvements indeep learning andhigher-order thinking . These results may have particular impact on non-traditional students. Conclusion . Whilefurther investigation is necessary to assess the specific affordances and long-term effects of GBL in higher education, this study offerspreliminary support for the claim thatGBL can improvedeep learning in this setting, by increasingenjoyment . … (more)
- Is Part Of:
- Simulation & gaming. Volume 47:Number 4(2016:Aug.)
- Journal:
- Simulation & gaming
- Issue:
- Volume 47:Number 4(2016:Aug.)
- Issue Display:
- Volume 47, Issue 4 (2016)
- Year:
- 2016
- Volume:
- 47
- Issue:
- 4
- Issue Sort Value:
- 2016-0047-0004-0000
- Page Start:
- 403
- Page End:
- 422
- Publication Date:
- 2016-08
- Subjects:
- algebra -- biology -- composition -- conceptual learning -- deep learning -- engagement -- English -- enjoyment -- game-based learning -- games -- higher education -- higher-order thinking -- learning -- mathematics -- remediation -- science -- surface learning
Social sciences -- Study and teaching -- Periodicals
Simulation methods -- Periodicals
Game theory -- Periodicals
Sciences sociales -- Étude et enseignement -- Périodiques
Simulation, Méthodes de -- Périodiques
Jeu de rôle -- Périodiques
Éducation
Jeu d'entreprise
Jeu de simulation
Méthode de simulation
Sciences sociales
Théorie des jeux
Périodique électronique (Descripteur de forme)
Ressource Internet (Descripteur de forme)
003.3 - Journal URLs:
- http://journals.sagepub.com/loi/sag ↗
http://sag.sagepub.com/ ↗
http://www.sagepublications.com/ ↗
http://firstsearch.oclc.org ↗
http://firstsearch.oclc.org/journal=1046-8781;screen=info;ECOIP ↗ - DOI:
- 10.1177/1046878116632484 ↗
- Languages:
- English
- ISSNs:
- 1046-8781
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - BLDSS-3PM
British Library HMNTS - ELD Digital store - Ingest File:
- 7223.xml