User Classification and its Applicability for the Purposes of Game-Based Learning Development

Authors

  • Filip Nowacki Uniwersytet Ekonomiczny w Poznaniu
  • Jakub Ryfa Uniwersytet Ekonomiczny w Poznaniu

DOI:

https://doi.org/10.18559/mghxqz57

Keywords:

Didactics, Gamification, Educational games

Abstract

In recent years the increasing importance of using games in higher education and business training courses has been observed. This is due to their applicability as educational tools that provide a new method of knowledge transfer. Consequently, educational games cannot be compared with other advanced and popular entertainment games. The article describes the differences between various types of games in order to present the possibilities for their use in the teaching process, among other things. It also explains the effectiveness of one particular game-based learning method for educational purposes. The main aim of the article is to present a theoretical analysis of knowledge regarding the innovative aspects of competition (otherwise gamification); focusing on game-based learning and presenting different types of potential users. This may be particularly useful for game designers seeking to attract diverse groups of users. As a result this should lead to the development of more engaging educational games, with particular emphasis on their successful application in the teaching process.

Downloads

Download data is not yet available.

References

Anderson, P.H., Lawton, L., 2009, Business Simulations and Cognitive Learning. Developments, Desires and Future Directions, Simulation & Gaming, vol. 40, no. 2, s. 193-216.
View in Google Scholar

Bartle, R.A., 1985, MUD2, Muse Ltd., Colchester, Essex.
View in Google Scholar

Bartle, R.A., 1990, Who Plays MUAs?, Comms Plus!, s. 18-19.
View in Google Scholar

Baruch, Y., 2006, Role-play Teaching: Acting in the Classroom, Management Learning, vol. 37, no. 1, s. 43-61.
View in Google Scholar

Bell, B.S., Kanar, A.M., Kozlowski, S.W.J., 2008, Current Issues and Future Directions in Simulation-based Training in the North America, The International Journal of Human Resources Management, vol. 19, no. 8, s. 1416-1434.
View in Google Scholar

Brathwaite, B., Schreiber, I., 2009, Challenges for Game Designers, Course Technology, s. 2-5.
View in Google Scholar

Davy, L., 2013, Is Social Gaming Waning or Rising in Popularity?, Gambling News, http://calvinayre.com/2013/10/10/business/is-social-gaming-waning-or-rising-in-popularity.
View in Google Scholar

Entertainment Software Association (ESA), 2014, Essential Facts about The Computer And Video Game Industry - Sales, Demographic and Usage Data, s.13.
View in Google Scholar

Fortmuller, R., 2009, Learning through Business Games. Acquiring Competences Within Virtual Realities, Simulation & Gaming, vol. 40, no. 1, s. 68-83.
View in Google Scholar

De Freitas, S., Liarokapis, F., 2011, Serious Games: A New Paradigm for Education?, w: Ma, M. et.al. (eds.), Serious Games and Edutainment Applications, Springer-Verlag, London.
View in Google Scholar

Fullerton, T., 2008, A Playcentric Approach to Creating Innovative Games, 2nd ed., Burlington USA, s. 2-10.
View in Google Scholar

Gold, S.C., Wolfe, J., 2012, The Validity and Effectiveness of a Business Game Beta Test, Simulation & Gaming, vol. 43, no. 4, s. 481-505.
View in Google Scholar

Glover, I. 2013, Play as You Learn: Gamification as a Technique for Motivating Learners, w: Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications, s. 1999-2000.
View in Google Scholar

Hamari, J., Koivisto, J.,Sarsa, H., 2014, Does Gamification Work? - A Literature Review of Empirical Studies on Gamification, In proceedings of the 47th Hawaii International Conference on System Sciences, Hawaii, USA, 6-9 January.
View in Google Scholar

Hofstede, G.J., de Caluwe, L., Peters, V., 2010, Why Simulation Games Work - in Search of the Active Substance: a Synthesis, Simulation & Gaming, vol. 41, no. 6, s. 824-843.
View in Google Scholar

Hogue, A., Kapralos, B., Desjardins, F., 2011, The Role of Project-based Learning in IT, A case study in a game development and entrepreneurship program, Interactive Technology and Smart Education, vol. 8, no. 2, s. 120-134.
View in Google Scholar

http://www.daesign.com/en/realisations/renault-academy.html [dostęp: 10.03.2015].
View in Google Scholar

http://www.game-learn.com/negotiation-video-game-and-simulator [dostęp: 10.03.2015].
View in Google Scholar

http://www.ibm.com/innov8 [dostęp: 10.03.2015].
View in Google Scholar

http://web.stratxsimulations.com/simulation/strategic-marketing-simulation [dostęp: 09.03.2015].
View in Google Scholar

Huotari, K., Hamari, J., 2012, Defining Gamification - A Service Marketing Perspective, Proceedings of the 16th International Academic MindTrek Conference, Tampere, Finland, s. 17-18.
View in Google Scholar

Juul, J., 2003, The Game, the Player, the World: Looking for a Heart of Gameness, w: Copier, M., Raessens, J. (eds.), Level Up: Digital Games Research Conference Proceedings, Utrecht University.
View in Google Scholar

Kiili, K., 2005, Digital Game-based Learning: Towards an Experiential Gaming Model, Internet and Higher Education, vol. 8, s. 13-24.
View in Google Scholar

Kriz, W.C., 2003, Creating Effective Learning Environments and Learning Organizations Through Gaming Simulation Design, Simulation & Gaming, vol. 34, no. 4, s. 495-511.
View in Google Scholar

Lean, J., Moizer, J., Newbery, R., 2014, Enhancing the Impact of Online Simulations Throughblended Learning A Critical Incident Approach, Education + Training, vol. 56, no. 2/3, s. 208-218.
View in Google Scholar

Lopes, M.C., Fialho, F.A.P., Cunha, C.J.C.A., Niveiros, S.I., 2013, Business Games for Leadership Development: A Systematic Review, Simulation & Gaming, vol. 44, no. 4, s. 523-543.
View in Google Scholar

Nhkoma, M., Calbeto, J., Sriratanaviriyakul, N., Muang, T., Tran, Q.H., Cao, T.H., 2014, Towards an Understanding of Real-time Continuous Feedback from Simulation Games, Interactive Technology and SmartEducation, vol. 11, no. 1, s. 45-62.
View in Google Scholar

Oksanen, K., 2013, Subjective Experience and Sociability in a Collaborative Serious Game, Simulation & Gaming, vol. 44, no. 6, s. 767-793.
View in Google Scholar

Ritterfeld, U., Weber, R., 2006, Video Games for Entertainment and Education, w: Vorderer, P., Bryant, J. (eds.), Playing Video Games-Motives, Responses, and Consequences, s. 399.
View in Google Scholar

Schacht, M., Schacht, S., 2012, Start the Game: Increasing User Experience of Enterprise Systems Following a Gamification Mechanism, w: Maedche, A. et.al (eds.), Software for People, Springer-Verlag, Berlin Heidelberg.
View in Google Scholar

Susi, T., Johannesson, M., Backlund, P., 2007, Serious Games: An Overview, The American Surgeon, vol. 73, s. 1039-1063.
View in Google Scholar

Walton, Z., 2012, Why Are Social Games So Popular? It's a Question I Ask Myself Every Night http://www.webpronews.com/social-games-popular [dostęp: 02.2012].
View in Google Scholar

Wardaszko, M., Jakubowski, M., 2013, Economics in Practice. A Simulation Game for High School Students. Teaching the Basics of Economics and Entrepreneurship, Developments in Business Simulation and Experiential Learning, vol. 40.
View in Google Scholar

Wentworth, D.R., Lewis, D.R., 1975, An Evaluation of the Use of the Marketplace Game in Junior College Economics, Journal of Economics Education, vol. 6, s. 113-119.
View in Google Scholar

Wolfe, J., 1985, The Teaching Effectiveness of Games in Collegiate Business Courses: a 1973-1983 Update, Simulation & Games: An International Journal of Theory, Design, and Research, vol. 16, no. 3, s. 251-288.
View in Google Scholar

Downloads

Published

2015-05-31

Issue

Section

Articles

How to Cite

Nowacki, F., & Ryfa, J. (2015). User Classification and its Applicability for the Purposes of Game-Based Learning Development. Studia Oeconomica Posnaniensia, 3(5), s. 175-189. https://doi.org/10.18559/mghxqz57