Designing a Game to Help Higher Education Students Develop Their Note-Taking Skills
Autor: | Mariza Dima, Thaleia Deniozou, Chris Cox |
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Jazyk: | angličtina |
Rok vydání: | 2020 |
Předmět: |
serious games
Higher education business.industry 05 social sciences learning in higher education 050301 education Quantitative Evaluations video games 050105 experimental psychology game-based learning Game design Empirical research Key (cryptography) Mathematics education Learning theory ComputingMilieux_COMPUTERSANDEDUCATION 0501 psychology and cognitive sciences note-taking skills learning strategies Psychology business 0503 education Note-taking Educational game |
Zdroj: | ACM CHI Play CHI PLAY |
Popis: | © 2020 Copyright is held by the owner/author(s). Taking effective notes is an important skill in academic and professional settings and one that is cultivated primarily in Higher Education (HE). However, students often find it difficult to effectively record important information in their notes [37], while it has been suggested that they often record less than 50% of the key information of a lecture [15]. Games can be a powerful way to help students learn [30]. Yet, to date, there is scarce empirical research on games specifically designed to help HE students develop note-taking skills where the design has been directly informed by note-taking learning theories. This study applies such theories in the design of the mechanics for an educational game for note-taking, entitled Investigate: Tudors, and evaluates their effectiveness and engaging potential. Results from qualitative evaluations with HE students showed that the game was a successful tool to help them develop note- taking skills. This article discusses the game design approach and the evaluation results, and contributes with effective strategies for designing serious games for note-taking. ACM SIGCHI (Special Interest Group on Computer-Human Interaction) |
Databáze: | OpenAIRE |
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