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Volume Two - Academic Conferences

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Thomas Putz<br />

easiness of use of the platform. New experience, fun and playability of the game gave them additional<br />

experience. More than half of the students stressed that they have learned more by playing the game,<br />

paid more attention while playing the game, and that they are more engaged when using “learning by<br />

playing” method.<br />

Table 1: Results from 137 students and 13 teachers<br />

Game Characteristics Students Teachers<br />

user friendliness 32% sufficient 90% sufficient, 40% of which excellent<br />

usefulness of information 26% good, 23% sufficient 30% excellent, 30% good, 20% sufficient<br />

appeal 25% sufficient 20% excellent, 40% good<br />

interface 21% good, 24% sufficient 60% good, 20% sufficient, 20% poor<br />

clearness of objectives 23% good, 22% sufficient 30% excellent, 30% good, 10% sufficient<br />

enjoyment 24% sufficient, 19% poor 25% excellent, 40% good, 30% sufficient<br />

3.2 Board game template: “Mogabal”<br />

An adventure game version that enables players to move around the board freely and interact with<br />

objects seen around. Events are triggered when a player falls on a board cell or when s/he ‘touches’<br />

an object on the map. The player has two main aims: discovering about different work contexts, by<br />

engaging in game events enhancing their characteristics profile, through making informed choices,<br />

astute choices, making alliances or by pure good luck!<br />

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

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

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

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

MOGABAL can be seen as a type of role-play game.<br />

Figure 5: Screenshot of “Mogabal”<br />

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