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
相关论文
共 50 条
  • [41] Game-Based Learning: How to Make Math More Attractive by Using of Serious Game
    Host'ovecky, Marian
    Novak, Martin
    CYBERNETICS AND MATHEMATICS APPLICATIONS IN INTELLIGENT SYSTEMS, CSOC2017, VOL 2, 2017, 574 : 341 - 350
  • [42] Research on Online Game-based Learning
    Jiao, Xuhua
    PROCEEDINGS OF 2010 INTERNATIONAL CONFERENCE ON INFORMATION TECHNOLOGY AND INDUSTRIAL ENGINEERING, VOLS I AND II, 2010, : 1030 - 1034
  • [43] GAME-BASED LEARNING IN (FURTHER) EDUCATION
    Mueller-Kreiner, Claudia
    Niedermeier, Sandra
    INTED2017: 11TH INTERNATIONAL TECHNOLOGY, EDUCATION AND DEVELOPMENT CONFERENCE, 2017, : 123 - 128
  • [44] Multimodality in Game-based Learning Environments
    Caschera, Maria Chiara
    D'Ulizia, Arianna
    Ferri, Fernando
    Grifoni, Patrizia
    BULLETIN OF THE TECHNICAL COMMITTEE ON LEARNING TECHNOLOGY, 2010, 12 (01): : 20 - 22
  • [45] Simulation game-based virtual learning
    Starcic, Andreja Istenic
    DISTANCE LEARNING, MULTIMEDIA AND VIDEO TECHNOLOGIES, 2008, : 169 - 173
  • [46] Game-Based Learning in Pharmacy Education
    Oestreich, Julie H.
    Guy, Jason W.
    PHARMACY, 2022, 10 (01)
  • [47] Game-Based Learning in Wine Education
    Poole, Sonja Martin
    Maier, Thomas A.
    Wiss, Barry
    Smith, Susan
    JOURNAL OF HOSPITALITY & TOURISM EDUCATION, 2022, 34 (03) : 210 - 215
  • [48] Game-based Learning as a Bedrock for Creative Learning
    Mozelius, Peter
    PROCEEDINGS OF THE 10TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING, 2016, : 479 - 485
  • [49] Designing for identity in game-based learning
    Gaydos, Matthew J.
    Devane, Benjamin M.
    MIND CULTURE AND ACTIVITY, 2019, 26 (01) : 61 - 74
  • [50] Digital Game-Based Learning INTRODUCTION
    Sadera, William
    Li, Qing
    Song, Liyan
    Liu, Leping
    COMPUTERS IN THE SCHOOLS, 2014, 31 (1-2) : 1 - 1