2014
DOI: 10.26503/todigra.v1i2.14
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Player-reported Impediments to Game-based Learning

Abstract: This article addresses the question of how games function as learning tools, from the perspective of player-stated problems. It is based on interviews and essays, collected from university students who reported problems dealing with unrealistic levels of trust and competitive play leading to searching for the logic in the game as an artifact instead of considering decision alternatives which would work in real-world situations. According to the respondents, the main cause of problems appears to be that for man… Show more

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Cited by 17 publications
(18 citation statements)
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“…We also realized that some students engaged in previous weeks' ELs or SLs weeks after the activities were first introduced. This implies that the gamification design that was using the competitive nature (through deadlines) of the learner was not the only determinant of overall engagement (Harviainen, Lainema, & Saarinen, ). The self‐paced design of the system where learning activities can be taken anytime may also facilitate flexibility and autonomy in learning, and it seems to have encouraged in our case engagement and deeper learning (Deci & Ryan, ).…”
Section: Discussionmentioning
confidence: 99%
“…We also realized that some students engaged in previous weeks' ELs or SLs weeks after the activities were first introduced. This implies that the gamification design that was using the competitive nature (through deadlines) of the learner was not the only determinant of overall engagement (Harviainen, Lainema, & Saarinen, ). The self‐paced design of the system where learning activities can be taken anytime may also facilitate flexibility and autonomy in learning, and it seems to have encouraged in our case engagement and deeper learning (Deci & Ryan, ).…”
Section: Discussionmentioning
confidence: 99%
“…The roleplay moderation includes debriefing dialogues after the game experience, which several scholars emphasize as an essential element to ensure learning by gaming [36,37,52]. The debriefing dialogue is arranged around three themes (i) complexity and interconnectivity; (ii) interests and values; and (iii) decision making.…”
Section: The Climate Adaptation Gamementioning
confidence: 99%
“…competitiveness resulting in certain individuals to focus on performance/score at the expense of learning (Harviainen et al, 2012), demotivation when losing (Moseley et al, 2009)) and potential ethical/legal issues. Prior to the application of game-based training within automotive manufacturers, it is important that work councils are involved to resolve various issues such as: "are scores of training made explicit among operators?…”
Section: Discussionmentioning
confidence: 99%