Learner metacognition is one of the most influential factors that positively affects learning. Previous work shows that game-based learning can contribute to supporting and developing metacognitive knowledge and skills of learners. While there are many specific examples of such games, it remains unclear how to effectively design game-based learning environments to achieve this in an effective way. In other words: there is sufficient case-specific evidence, but limited design knowledge derived from such cases. In this paper, we attempt to identify such intermediary design knowledge that resides between specific games and generalized theory. We present three design experiments where game-based metacognitive training is evaluated in real-world educational settings. We collected insights regarding usefulness, motivation, usage, effort, and metacognition among participating students. From these experiments we identify what was learned in the form of design recommendations and, as such, contribute to collecting intermediary design knowledge for designing game-based metacognitive training.
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This paper evaluates the impact of an online game-based financial education tool on students' financial literacy levels. By conducting a Randomized Controlled Trial (RCT) involving 2,220 students across four countries in a multi-country experimental setting, we demonstrate that the intervention significantly enhances students' financial literacy levels by 0.313 SD. This study contributes to the emerging academic literature concerning the evaluation of financial education interventions that incorporate learning-by-playing. The participation of students from four countries adds relevance by facilitating cross-comparison of outcomes and stimulating discussions about country-specific factors and peculiarities influencing youth financial literacy.
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If we want game-based learning to make learning enjoyable as well as effective and efficient, we need to increase learner's awareness of and ability in learning itself. At the heart of learning is metacognition: a learner's understanding of how knowledge is constructed through learning, and the repertoire of strategies, tactics, and monitoring processes that enact learning. The goal of this PhD research is to inform designers and researchers who want to support and improve metacognition of learners within game-based learning environments, by identifying, implementing, and evaluating generic design principles for metacognitive interventions.
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A group of Dutch teachers, as part of their Master’s programme, developed a game that allows teachers to break free from their day-to-day affairs and reflect on futures by designing scenarios about the future of their school. In this game-based approach the journey of scenario exploration is composed of seven steps: (1) choice of a theme and timeframe, (2) selection of key dilemmas on which two scenario axes will be based, (3) understanding the content and context of a “matrix” provided for the game, (4) setting up scenario groups, (5) developing four scenarios, (6) sharing scenarios, and (7) reflection on the scenarios.
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Recent advances in digital technologies profoundly influence our daily lives and work. While enabling solutions to societal issues, these technologies also demand new knowledge and skills from professionals. An increasingly common way for organizations to address this issue is to set up learning communities as a space in which (future) professionals of different backgrounds can work, learn, and innovate together. The CLIC-IT project explores how public-private learning communities can foster learning, collaboration, and innovation among participants and develop supportive methods and tools. One challenge faced by learning communities is making value creation and impact visible and enhancing it. To facilitate a dialogue on value creation and the mechanisms that produce value, we developed a serious board game. The game allows learning community participants to identify individual and collective mechanisms ofvalue creation and fosters discussion on the collaboration’s value. The workshopincludes a brief introduction, followed by gameplay to experience the game’s potential firsthand. Subsequently, the game experience will be discussed, and feedback will be collected to use for further refinement. Participants will walk away with an increased sense of the underlying mechanisms for value creation in interorganizational collaborations and new ideas to advance value creation in their own projects.
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In this editorial, the authors (and guest editors) introduce the Special Issue titled Understanding Game-based Approaches for Improving Sustainable Water Governance: The Potential of Serious Games to Solve Water Problems. The authors take another look at the twelve contributions, starting from the subtitle question: what is the potential? The authors summarize the insights and give directions for future research.
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Given the considerable heterogeneity in students skills within Physica Education (PE) classes, there is a constant need for differential instruction and modification of games. In this chapter we present the game-based approach and curriculum model Game Insight (GI) and propose the 'game slope' concept. By embedding this concept in the didactical components of the GI curriculum model the PE teacher can design and teach meaningful game activities, in wich players' differing abilities and needs are met.
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Video game designers iteratively improve player experience by play testing game software and adjusting its design. Deciding how to improve gameplay is difficult and time-consuming because designers lack an effective means for exploring decision alternatives and modifying a game’s mechanics. We aim to improve designer productivity and game quality by providing tools that speed-up the game design process. In particular, we wish to learn how patterns en- coding common game design knowledge can help to improve design tools. Micro-Machinations (MM) is a language and software library that enables game designers to modify a game’s mechanics at run-time. We propose a pattern-based approach for leveraging high-level design knowledge and facilitating the game design process with a game design assistant. We present the Mechanics Pattern Language (MPL) for encoding common MM structures and design intent, and a Mechanics Design Assistant (MeDeA) for analyzing, explaining and understanding existing mechanics, and generating, filtering, exploring and applying design alternatives for modifying mechanics. We implement MPL and MeDeA using the meta-programming language Rascal, and evaluate them by modifying the mechanics of a prototype of Johnny Jetstream, a 2D shooter developed at IC3D Media.
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The design of health game rewards for preadolescents Videogames are a promising strategy for child health interventions, but their impact can vary depending on the game mechanics used. This study investigated achievement-based ‘rewards’ and their design among preadolescents (8-12 years) to assess their effect and explain how they work. In a 2 (game reward achievement system: social vs. personal) x 2 (game reward context: in-game vs. out-game) between-subjects design, 178 children were randomly assigned to one of four conditions. Findings indicated that a ‘personal’ achievement system (showing one’s own high scores) led to more attention and less frustration than a ‘social’ achievement system (showing also high scores of others) which, in turn, increased children’s motivation to make healthy food choices. Furthermore, ‘out’-game rewards (tangible stickers allocated outside the game environment) were liked more than ‘in’-game rewards (virtual stickers allocated in the game environment), leading to greater satisfaction and, in turn, a higher motivation to make healthy food choices.
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