A Systematic Review of Using Reflective Design Features in Game-Based Learning

被引:2
作者
Shaheen, Anjuman [1 ]
Fotaris, Panagiotis [1 ]
Fallahkhair, Sanaz [1 ]
机构
[1] Univ Brighton, Brighton, E Sussex, England
来源
PROCEEDINGS OF THE 15TH EUROPEAN CONFERENCE ON GAME BASED LEARNING (ECGBL 2021) | 2021年
关键词
Reflective design; game-based learning; user experience; reflective learning; game design; systematic review; STUDENTS; PERFORMANCE; EDUCATION; INQUIRY;
D O I
10.34190/GBL.21.099
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
Reflective learning forms knowledge from revisiting and reassessing previous experience intentionally and knowingly to modify experience positively. It helps increase self-awareness, which is a critical component of emotional intelligence, creative thinking skills, and a better understanding of an active engagement. Digital games are an appropriate medium for triggering and supporting reflection by providing a safe and immersive environment of stealth learning with the freedom to explore, identify, fail, and retry. Therefore, reflective design in game-based learning aims to trigger critical reflective learning in players, particularly given what game actions may mean in a larger learning context. However, although reflective learning can improve teaching and learning experiences in a new form, work dedicated to reflective design in gamebased learning remains limited. This review aims to provide deeper insight into the characteristics of reflective design used in game-based learning to facilitate player reflection via digital games. In this systematic review, after screening against set criteria, a total of 20 studies published between 2010 and January 2021 in indexed scientific journals and conference proceedings were identified. We analysed the main features of the reflective design in technology and how they are currently incorporated in game-based learning (GBL). In addition, we explored the impact of reflection-in-action and reflection-onaction on players' learning process during and after gameplay. The outcome of this analysis indicated that most of the reviews studies had incorporated reflective design features in GBL to improve the learning process, i.e., improve understanding, enhance user experience among players with active engagement, improve critical thinking, self-reflection, strategy development, reasoning problem-solving, and retention rate. This systematic review aimed to provide an exploratory study for educators, researchers, and game designers by providing valuable information on the main characteristics of reflective design in game-based learning and current limitations with future work.
引用
收藏
页码:640 / 647
页数:8
相关论文
共 42 条
  • [1] Promoting multicultural literacies through game-based embodiment: a case study of counselor education students and the role-playing game Oblivion
    Anderton, Cindy L.
    King, Elizabeth M.
    [J]. ON THE HORIZON, 2016, 24 (01) : 44 - 54
  • [2] [Anonymous], 2018, QUESTIONS ANSWERS RE, P3
  • [3] [Anonymous], 2008, The Later Works 8, 1925-1953
  • [4] Bolton G., 2018, REFLECT PRACT
  • [5] Task engagement, learner motivation and avatar identities of struggling English language learners in the 3D virtual world
    Chen, Julian ChengChiang
    Kent, Sarah
    [J]. SYSTEM, 2020, 88
  • [6] Enders B., 2013, Gamification, Games, and Learning: What Managers and Practitioners Need to Know
  • [7] Continuous learning with a quiz for stroke nurses
    Fessl, Angela
    Bratic, Marina
    Pammer, Viktoria
    [J]. INTERNATIONAL JOURNAL OF TECHNOLOGY ENHANCED LEARNING, 2014, 6 (03) : 265 - 275
  • [8] Foster A., 2011, PCARD INTEGRATING GA
  • [9] High school students' role-playing for identity exploration: findings from virtual city planning
    Foster, Aroutis
    Shah, Mamta
    Barany, Amanda
    Talafian, Hamideh
    [J]. INFORMATION AND LEARNING SCIENCES, 2019, 120 (9/10) : 640 - 662
  • [10] Garris R., 2002, Simulation & Gaming, V33, P441, DOI 10.1177/1046878102238607