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A fun-accuracy trade-off in game-based learning

Tutkimustuotosvertaisarvioitu

Yksityiskohdat

AlkuperäiskieliEnglanti
OtsikkoGames and Learning Alliance - 7th International Conference, GALA 2018, Proceedings
ToimittajatHeinrich Söbke, Manuel Gentile, Mario Allegra
KustantajaSpringer Verlag
Sivut167-177
Sivumäärä11
ISBN (painettu)9783030115470
DOI - pysyväislinkit
TilaJulkaistu - 2019
OKM-julkaisutyyppiA4 Artikkeli konferenssijulkaisussa
TapahtumaInternational Conference on Games and Learning Alliance - Palermo, Italia
Kesto: 5 joulukuuta 20187 joulukuuta 2018

Julkaisusarja

NimiLecture Notes in Computer Science
Vuosikerta11385
ISSN (painettu)0302-9743
ISSN (elektroninen)1611-3349

Conference

ConferenceInternational Conference on Games and Learning Alliance
MaaItalia
KaupunkiPalermo
Ajanjakso5/12/187/12/18

Tiivistelmä

The present paper illustrates that the game-based implementation of a learning task - here to train basic math skills - entails benefits with strings attached. We developed a game for learning math with its core element based on the number line estimation task. In this task, participants have to indicate the position of a target number on a number-line, which is thought to train basic numerical skills. Participants completed both the game on a mobile device and a conventional paper-pencil version of the task. They indicated to have significantly more fun using the game-based environment. However, they also made considerably higher estimation errors in the game compared to the paper-pencil version. In this case, more fun in a math-learning task was ultimately bought at the expense of lower reliability, namely lowered accuracy of estimations in the learning game. This fun-accuracy trade-off between adding elements for enjoyment and clarity of content is discussed together with the consequences for game-design.

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