Anti-plagiarism adventure game: Using visual novels for feasible game-based learning

被引:0
|
作者
Govender, Terence [1 ]
Lubbe, Johanna Catharina [2 ]
Arnedo-Moreno, Joan [1 ]
机构
[1] Univ Oberta Catalunya, Estudis Informat Multimedia & Telecomunicac, Barcelona, Spain
[2] Cent European Univ, Yehuda Elkana Ctr Teaching Learning & Higher Educ, Vienna, Austria
来源
2024 IEEE GAMING, ENTERTAINMENT, AND MEDIA CONFERENCE, GEM 2024 | 2024年
关键词
digital game-based learning; higher education; visual novel; asynchronous learning; serious games;
D O I
10.1109/GEM61861.2024.10585502
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
In higher education, digital game-based learning has gained substantial attention as an innovative and engaging approach to enhancing learning experiences. Game-based approaches can be used at all stages of education to provide practical applications and experiential learning instead of focusing solely on theoretical or conceptual learning. This paper explores the effectiveness of using a visual novel as a low-resource tool to promote plagiarism awareness in undergraduates. The voluntary study was broken into two parts: a pre and post-test assessment to measure the game's impact on students' knowledge of plagiarism (n = 66) and a questionnaire with additional qualitative input (n = 104). The results demonstrated a statistically significant increase in test scores, supporting the potential to deliver educational content - in this case, important policies. Furthermore, the qualitative data showed that the participants had a positive experience interacting with the game. Overall, visual novels may be an effective game-based medium for instruction - especially where budgets are limited.
引用
收藏
页码:508 / 513
页数:6
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