2015
DOI: 10.1111/bjet.12346
|View full text |Cite
|
Sign up to set email alerts
|

Comparing 2D and 3D game‐based learning environments in terms of learning gains and student perceptions

Abstract: The aim of this study was to investigate the effectiveness of traditional, 2D and 3D game-based environments assessed by student achievement scores and to reveal student perceptions of the value of these learning environments. A total of 60 university students from the Faculty of Education who were registered in three sections of a required instructional design course participated in the study. Sections were randomly assigned to three groups: traditional, 2D and 3D game-based learning environments. "Mayer's Mu… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

1
10
0
3

Year Published

2015
2015
2024
2024

Publication Types

Select...
7
2
1

Relationship

0
10

Authors

Journals

citations
Cited by 30 publications
(14 citation statements)
references
References 38 publications
1
10
0
3
Order By: Relevance
“…This “I’s” framework included the following elements: Identity, Immersion, Interactivity, Increasing complexity, Informed teaching, and Instructional. Game development (versions 1 and 2) incorporated student and clinician feedback by using a think-aloud protocol, originally developed by Ericsson and Simon [47,49] and later adopted by SGs’ design literature [50] until the final iteration (version 3) was developed (Figure 3). Although there are no significant differences between 2D and 3D educational games in terms of learning gains [51], 3D design was chosen as the main game design modality, despite a higher associated cost for the following reasons.…”
Section: Methodsmentioning
confidence: 99%
“…This “I’s” framework included the following elements: Identity, Immersion, Interactivity, Increasing complexity, Informed teaching, and Instructional. Game development (versions 1 and 2) incorporated student and clinician feedback by using a think-aloud protocol, originally developed by Ericsson and Simon [47,49] and later adopted by SGs’ design literature [50] until the final iteration (version 3) was developed (Figure 3). Although there are no significant differences between 2D and 3D educational games in terms of learning gains [51], 3D design was chosen as the main game design modality, despite a higher associated cost for the following reasons.…”
Section: Methodsmentioning
confidence: 99%
“…Despite research reported insignificant differences of cognitive influences between 2D and 3D game design. However, learners valued multi-dimensional learning environment rather than regular delivery of the material [15]. The lesson will be easily understood by the students and even improve the creativity of their imagination.…”
Section: Visualizing Learner's Imaginationmentioning
confidence: 99%
“…Lingkungan dapat memberikan efek lebih dan meningkatkan potensi siswa belajar, khususnya lingkungan berbasis permainan dan aplikasi (Ak and Kutlu, 2017). Aplikasi media pembelajaran dalam bentuk Augmented Reality Edugame juga dapat menjadi metode alternatif yang membuat pembelajaran menjadi lebih mudah dan menyenangkan bagi siswa (Sudarmilah dkk, 2018).…”
Section: Pendahuluanunclassified