TY - GEN
T1 - Incorporating farming feature into mega world for improving learning motivation
AU - Lu, Zhong Xiu
AU - Chang, Maiga
AU - Kuo, Rita
AU - Kumar, Vivekanandan
N1 - Publisher Copyright:
© ICCE 2019 - 27th International Conference on Computers in Education, Proceedings. All rights reserved.
PY - 2019/11/19
Y1 - 2019/11/19
N2 - Although educational games have been proved to be useful to get students motivated in doing learning activities, one of the most attractive game feature – farming – has rarely taken into consideration while designing and assessing an educational game. In this research, we design and develop the farming feature, also known as player versus environment (PvE) subsystem, for an educational game platform MEGA World (Multiplayer Educational Game for All). We discuss the operation workflow that the PvE subsystem communicates with MEGA World main system and design correspondent mechanic and required modules to assist students’ learning. The subsystem has two game modes and the students can use the knowledge or skills they have learned in the course to fight with the monsters and earn the rewards. We expect this subsystem can improve students’ learning motivation and performance. In order to verify our expectation, we design a semester-long experiment that involves four groups of undergraduate students.
AB - Although educational games have been proved to be useful to get students motivated in doing learning activities, one of the most attractive game feature – farming – has rarely taken into consideration while designing and assessing an educational game. In this research, we design and develop the farming feature, also known as player versus environment (PvE) subsystem, for an educational game platform MEGA World (Multiplayer Educational Game for All). We discuss the operation workflow that the PvE subsystem communicates with MEGA World main system and design correspondent mechanic and required modules to assist students’ learning. The subsystem has two game modes and the students can use the knowledge or skills they have learned in the course to fight with the monsters and earn the rewards. We expect this subsystem can improve students’ learning motivation and performance. In order to verify our expectation, we design a semester-long experiment that involves four groups of undergraduate students.
KW - Educational Game
KW - Gameplay
KW - Learning Motivation
KW - Learning Performance
KW - Player versus Environment
UR - http://www.scopus.com/inward/record.url?scp=85077674940&partnerID=8YFLogxK
M3 - Published Conference contribution
AN - SCOPUS:85077674940
T3 - ICCE 2019 - 27th International Conference on Computers in Education, Proceedings
SP - 591
EP - 598
BT - ICCE 2019 - 27th International Conference on Computers in Education, Proceedings
A2 - Chang, Maiga
A2 - So, Hyo-Jeong
A2 - Wong, Lung-Hsiang
A2 - Shih, Ju-Ling
A2 - Yu, Fu-Yun
A2 - Banawan, Michelle P.
A2 - Chang, Ben
A2 - Chen, Weiqin
A2 - Coronel, Andrei D.
A2 - Gottipati, Swapna
A2 - Hoppe, H. Ulrich
A2 - Jong, Morris S.Y.
A2 - Liao, Calvin
A2 - Mason, Jon
A2 - Ouyang, Fan
A2 - Panjaburee, Patcharin
A2 - Rodrigo, Ma. Mercedes T.
A2 - Song, Yanjie
A2 - Srisawasdi, Niwat
A2 - Tlili, Ahmed
A2 - Yin, Chengjiu
T2 - 27th International Conference on Computers in Education, ICCE 2019
Y2 - 2 December 2019 through 6 December 2019
ER -