Integrating video game features into online learning discussion
PROCEEDINGS
Yiyao Liao, Ohio Unviersity, United States
Society for Information Technology & Teacher Education International Conference, in San Antonio, Texas, USA ISBN 978-1-880094-61-7 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC USA
Abstract
This project incorporates some critical features that are commonly found in videogames into an online learning environment in the hope of improving participation in discussion forums. The project uses phpBB2 Forum software as the foundation of the platform. Some modifications have been made to the software so that the platform can incorporate four identity-enhancing features, namely avatars, signatures, point systems, and rankings, and at the same time meet the requirements of a course management system. The purpose of the forum design is to enable students to feel they are playing a game while participating in the discussion. The instructional design of the forum has been based on the research literature in sociology, communication theories, behaviorism, and metacognition. Avatars and signatures resemble game identities.
Citation
Liao, Y. (2007). Integrating video game features into online learning discussion. In R. Carlsen, K. McFerrin, J. Price, R. Weber & D. Willis (Eds.), Proceedings of SITE 2007--Society for Information Technology & Teacher Education International Conference (pp. 2395-2398). San Antonio, Texas, USA: Association for the Advancement of Computing in Education (AACE). Retrieved August 7, 2024 from https://www.learntechlib.org/primary/p/24951/.
Keywords
References
View References & Citations Map- Ali, N.S., Hodson-Carlton, K., & Ryan, M. (2004). Student perceptions of visibility, permanence, asynchronous nature of online learning. Retrieved Feb 1, 2005, from http://search.epnet.com/login.aspx?direct=true & Db=aph & An=15858402
- Asch, S.E. (1946). Forming impressions of personality, Journal of Abnormal and Social Psychology, 41, 258-290.
- Beaudin, B. (1999). Keeping online asynchronous discussions on topic, Journal of Asynchronous Learning Networks, 3(2).
- Becker, H. (1963). Outsiders: Studies in the Sociology of Deviance. New York: The Free Press.
- Bonem, M., & Crossman, E.K. (1988). Elucidating the effects of reinforcement magnitude. Psychological Bulletin, 104, 348-362.
- Chen, D.T., & Hung, D. (2002). Personalized knowledge representations: the missing half of online discussions. British Journal of Educational Technology, 33(3), 279-290.
- Dawes, L. (2002). Computer games: The potential for education. Retrieved May 8, 2006, from http://partners.becta.org.uk/page_documents/research/cge/becta.pdf
- Elliott, S.N., Kratochwill, T.R., Littlefield J., & Travers, J.F. (2000). Educational psychology: Effective teaching, effective learning (3rd ed.). Boston: McGraw-Hill.
- Entertainment Software Association. (2005). ESA’s 2005 essential facts about the computer and videogame industry. Retrieved July 12, 2005, from http://www.theesa.com/files/2005EssentialFacts.pdf
- Facer, K. (2006). Computer games and learning. Retrieved May 8, 2006, from: http://www.futurelab.org.uk/research/discuss/02discuss01.htm
- Flavell, J.H. (1976). Metacognitive aspects of problem-solving. In L.B. Resnick (Ed.), The nature of intelligence (pp.231-235).
- Hammond, M. (2005). A review of recent papers on online discussion in teaching and learning in higher education. Journal of Asynchronous Learning Networks 9(3).
- Hawkey, K. (2003). Social constructivism and asynchronous text-based discussion: A case study with trainee teachers. Education and Information Technologies, 8(2), 165-177.
- Herrington, J., Oliver, R., & Reeves, T.C. (2003). Patterns of engagement in authentic online learning environments. Australian Journal of Educational Technology, 19(1).
- Lan, W.Y. (1996). The effects of self-monitoring on students’ course performance, use of learning strategies, attitude, selfjudgment ability, and knowledge representation. The Journal of Experimental Education, 64,101-115.
- Leyland B. (1996). How can computer games offer deep learning and still be fun? A progress report on a game in development. Retrieved March 11, 2006, from http://www.ascilite.org.au/conferences/adelaide96/papers/14.html
- Meyer, K.A. (2003). Face-to-face versus threaded discussions: the role of time and higher order thinking. Journal of Asynchronous Learning Networks, 7(3).
- Murphy, K.L., & Collins, M.P. (1997). Development of communication conventions in instructional electronic chats. Retrieved March 7, 2006, from http://www.emoderators.com/papers/aera97a.html
- Nickel, T. (2002). Online learning activities: beginning an international collaboration. International Review of Research in Open and Distance Learning. Retrieved March 11, 2005, from http://www.irrodl.org/content/v3.1/nickel_rn.html
- Ohio Learning Network. (2005). Bounded exuberance e-learning in Ohio: Annual report. Retrieved. Retrieved March 05, 2006, from Ohio Learning Network website: http://www.oln.org/about_oln/pdf/Bounded-web.pdf
- Phillips, G.M., & Santoro, G.M. (1989). Teaching group discussion via computer-mediated communication. Communication Education, 39, 151-161.
- Prensky, M. (2001). Digital natives, digital immigrants. On the Horizon, 9(5).
- Rosenthal, R & Jacobson, L (1992). Pygmalion in the classroom. Expanded edition. New York: Irvington
- Rollings, A., & Morris, D. (2003). Game architecture and design. Indianapolis, IN: New Riders Publishing.
- Rovai, A.P., & Barnum, K.T. (2003). On-line course effectiveness: An analysis of student interactions and perceptions of learning. Journal of Distance Education, 18(1).
- Rovner, S.L. (2006). Videogame aims to engage students. Chemical& Engineering News, 84(15), 76. Schools to encourage videogames in lessons. (2001, December 13). Ananova Electronic News. Retrieved December 31, 2003, from http://www.ananova.com/news/story/sm_472606.html
- Shaffer, D.W., & Gee, J.P. (2005). Before every child is left behind: How epistemic games can solve the coming crisis in education? Retrieved May 8, 2006, from http://www.academiccolab.org/resources/documents/learning_crisis.pdf
- Stevens, J. (1999). Intermediate statistics: A modern approach (2nd ed.). Mahwah, NJ: Lawrence Erlbaum Associates.
- Stoll, C. (1999). High tech heretic: Why computers don't belong in the classroom and other reflections by a computer contrarian. Boubleday, New York, NY.
- Turkle, S. (1995). Life on the Screen: Identity in the Age of the Internet. Simon& Schuster: New York. Videogames 'stimulate learning'. (2002, March 18). BBC News. Retrieved December 31, 2003, from http://news.bbc.co.uk/1/hi/education/1879019.stm
- Wheeler, T. (2002). Digital DIY-integrating games and education to develop your own digital voice. Retrieved May 8, 2006, from http://partners.becta.org.uk/page_documents/research/cge/taglearning.pdf
- Wilson, E.V. (2004). ExamNet asynchronous learning network: augmenting face-to-face courses with student-developed exam questions. Computers& Education, 42, 87-107.
- Wood, R.T.A., Griffiths, M.D., Chappell, D., & Davies, M.N.O. (2004). The structural characteristics of videogames: A psycho-structural analysis. CyberPsychology and Behavior, 7, 1-10.
- Slife, B.D., Weiss, J., & Bell, T. (1985). Separability of metacognition and cognition: Problem solving for learning disabled and regular students. Journal of Eucational Psychology, 77,437-445.
- Sitzmann, T., Wisher, R., Kraiger, K., & Stewart, D. (2005). The Effectiveness of Web-Based Instruction: A Meta-Analysis of Online Instruction Evaluation Results. Retrieved Oct. 20, 2006 from http://se2.isn.ch/serviceengine/FileContent?serviceID=18&fileid=0041CAAA-4190-3E0A-E231E88C2A8EA0F8&lng=en
These references have been extracted automatically and may have some errors. Signed in users can suggest corrections to these mistakes.
Suggest Corrections to References