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Volume Two - Academic Conferences

Volume Two - Academic Conferences

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Thomas Putz<br />

A hybrid game, consisting of 2 components<br />

First, knowledge is tested<br />

Then there are opportunities to deal with challenges in simulated crisis situation<br />

An aspect of the learning games is the stimulation of learning through activity, Players are forced to<br />

make their decisions quickly in Fastest First!, because only the fastest have a chance to reach the<br />

next level in Crisis!, because the situation rapidly deteriorates without appropriate interventions<br />

Learning goals are decided by the game author:<br />

Content goals: e.g. Facts (after Prensky, 2001)<br />

Activity goals: e.g. Questions (after Prensky, 2001)<br />

Process goals: e.g. Remember (after Anderson and Krathwohl, 2001)<br />

Figure 4: Screenshot of “Ahead of the Game: Crisis!”<br />

In general all the professors liked Game 1 (Ahead of the Game) and also the mGBL-platform and the<br />

Game Authoring Tool. All professors would like to test the game for their learning purposes. All of<br />

them have the opinion that Game 1 could bring an added value for their learning purposes. The<br />

professors are not sure whether the games will be edited and authored by themselves or if they will<br />

need support by technical persons. All professors would like to use the game for their learning<br />

purposes. All of them have the opinion that games could provide an added value for their learning<br />

purposes.<br />

All indicators show that student like to use the game in real high education environment. Some of the<br />

students asked for possible usage in other courses at the university. Using the game for final course<br />

exam was very well accepted by the students. Many of them pointed out the efficiency, flexibility and<br />

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