Literature Review in Game-Based Learning

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literature review for game development

  • Miroslav Minović 7 ,
  • Miloš Milovanović 7 &
  • Dusan Starcevic 7  

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 278))

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  • World Summit on Knowledge Society

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In this paper we will give literature review related to game-based education, in first place at university, as well as analysis of existing solutions which should enable this type of eLearning. Main topic of this research will be capacity for applying modern information technologies for developing game-based learning platform. When we choose this topic, we started form the fact that there are no applied game-based eLearning systems at universities. During analysis phase, we found that more research is needed in order to improve application of games in education. At first place, these researches should cover listed problems: how to design educative games in order to achieve better learning effects; how to develop software tools to automate educative game development process; establish methods and techniques for knowledge and skills assessment utilizing educative games.

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Faculty of Organizational Sciences, Laboratory for Multimedia Communications, University of Belgrade, Serbia

Miroslav Minović, Miloš Milovanović & Dusan Starcevic

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The American College of Greece, Agia Paraskevi, Athens, Greece

Miltiadis D. Lytras

Ghent University, Gent, Belgium

College of Education and Human Development, University of Minnesota, Minneapolis, MN, USA

Robert D. Tennyson

University of Oviedo, Oviedo-Asturias, Spain

Patricia Ordonez De Pablos

Universidad de Salamanca, Salamanca, Spain

Francisco José García Peñalvo

Department of Computer and Systems Sciences, Stockholm University, Kista, Sweden

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Minović, M., Milovanović, M., Starcevic, D. (2013). Literature Review in Game-Based Learning. In: Lytras, M.D., Ruan, D., Tennyson, R.D., Ordonez De Pablos, P., García Peñalvo, F.J., Rusu, L. (eds) Information Systems, E-learning, and Knowledge Management Research. WSKS 2011. Communications in Computer and Information Science, vol 278. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-35879-1_18

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A Guideline for Game Development-Based Learning: A Literature Review

Profile image of Alf Inge Wang

2012, International Journal of Computer Games Technology

This study aims at reviewing the published scientific literature on the topics of a game development-based learning (GDBL) method using game development frameworks (GDFs) with the perspective of (a) summarizing a guideline for using GDBL in a curriculum, (b) identifying relevant features of GDFs, and (c) presenting a synthesis of impact factors with empirical evidence on the educational effectiveness of the GDBL method. After systematically going through the available literature on the topic, 34 relevant articles were selected for the final study. We analyzed the articles from three perspectives: (1) pedagogical context and teaching process, (2) selection of GDFs, and (3) evaluation of the GDBL method. The findings from the 34 articles suggest that GDFs have many potential benefits as an aid to teach computer science, software engineering, art design, and other fields and that such GDFs combined with the motivation from games can improve the students’ knowledge, skills, attitudes, a...

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In this paper, we report on a course offering in 2009 within the media arts area where the development of a Flash game was used as a group project for a cohort that included media arts and computing students. A previous offering of this course in this longitudinal study, identified through a factor analysis of questionnaire data, a metric referred to as Difficulty with the development. A disparity in this metric between student groups became evident and efforts have been employed in subsequent iterations of the course to appease these differences. A project based instructional methodology has been employed witin this course, and an authentic project sponsored by a credit union was used. Flash was used to develop the game and each group member was responsible the production of an equal section. Game structures like the representation of the game actions and associated scoring, were the responsibility of the whole group; students needed to be engaged with the whole process. Peer revie...

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This chapter presents the results of a literature survey on the use of game development in software engineering (SE) and computer science (CS) education. Games and game development has been used in recent years to increase motivation, engagement and learning, and to promote doing career in software and computers. The authors of this chapter wanted to get a bird’s eye perspective on how game development has been used in the recent years to teach other things than just game development. The literature survey includes research articles from the period 2004 to 2012, and it investigates among other things in what context game development has being used, the subjects and topics taught through game development, and what tools and frameworks being used for game development to learn SE and CS. Further, this chapter includes a description of how game development was used in our software architecture course at the Norwegian University of Science and Technology, and the gained experiences from ...

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Research on Motivation, Literacy and Reading Development: A Review of Best Practices cover

Final Report for the Institute of Museum and Library Services

Literacy development in the early childhood and elementary school years is critical for learning and the acquisition of other skills essential for educational achievement. Although schools typically assume the primary responsibility in developing children’s literacy and reading skills, a holistic approach to overall literacy development requires the involvement of other important actors, including parents, caregivers, community members, and libraries. Public libraries play a key role in the literacy landscape, especially by providing access to books and a variety of free literacy programs for families. The public library as a space and place that motivates kids to enjoy reading can lead to a lifelong love of learning. In summer 2023, IMLS commissioned a review of research literature that examines the effects of motivation to read and within reading programs in communities and, particularly, public libraries.

Key findings from this literature review identify research studies that focused on the effectiveness of reading strategies that emphasized motivations when promoting reading. This study summarizes several evidence-based practices tied to increasing motivation used during programs, instructional practices, and family engagement activities which are focused on child literacy and community participation.

COMMENTS

  1. A Guideline for Game Development-Based Learning: A Literature Review

    This study aims at reviewing the published scientific literature on the topics of a game development-based learning (GDBL) method using game development frameworks (GDFs) with the perspective of ...

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    A literature review for game design frameworks towards educational purposes Ivan Lucas Paz Universidade da Beira Interior - Covilhã, Portugal Abstract Creating a game is a complex process, full of layers and steps in which different team members should contribute to the final product in order to be appreciated by the public.

  12. A guideline for game development-based learning: a literature review

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  14. A Literature Review of Game-based Learning

    Mingfong Jan is the Guest Editor of this issue. He is a Research Scientist at the Learning Sciences Lab at NIE and is interested in how new media (e.g., Flickr, mobile phones and digital cameras) restructure thinking, values, actions, community and culture. Between 2004 and 2013, he was involved in the design of more than 10 transformative games, including Mad City Mystery, Dow Day, Sick at ...

  15. Training a Snake Game AI: A Literature Review

    1. Non-ML Techniques. The game of Snake actually has a trivial, unbeatable solution. Create a cyclic path that goes through every square on the board without crossing itself (this is known as a Hamiltonian Cycle ), and then just keep following this cyclical path until the snake's head is as long as the entire path.

  16. Literature Review in Games and Learning

    Literature Review in Games and Learning. 2004. �hal-00190453� ... development of games for education, namely: 1 The desire to harness the motivational power of games in order to 'making learning fun'. 2 A belief that 'learning through doing' in games such as simulations offers a

  17. Literature Review in Game-Based Learning

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  18. The ethical dilemma of modding digital games: A literature review of

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    3.2. Scope of review. In terms of defining the extent of the studies captured by this review, it was important to predetermine the scope of inquiry [33].The initial year of inquiry, 2007, was strategically chosen due to the transformative impact of the iPhone and the subsequent evolution of gaming technology into its contemporary state, as noted by Styhre et al. [34].

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