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Instructional Techniques to Facilitate Learning and Motivation of Serious GamesCompetition and Collaboration for Game-Based Learning: A Case Study

Instructional Techniques to Facilitate Learning and Motivation of Serious Games: Competition and... [This chapter is dedicated to discuss how competition and collaboration for playing have an impact on the learner’s strategy and the learning process. We examine what kind of effects can be expected when competition and collaboration are used as instructional techniques. This is done through a discussion about how these concepts are defined and through a brief overview of the literature dedicated to competition and collaboration in game-based learning contexts. We also discuss the results obtained with an empirical study carried out with Tamagocours, an online multiplayer Tamagotchi-like game dedicated to teach preservice teachers how to follow the legal rules that should be applied for the use of digital resources in educational contexts. In this chapter, we consider that playing encompasses two dimensions: an individual and conflictual play with an antagonist system and a collaborative play which is based on cooperation with the game (to accept to play) and/or with teammates. Game-based learning is thus coopetitive and results from conflictual interactions and epistemic interactions when players collaborate.] http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png

Instructional Techniques to Facilitate Learning and Motivation of Serious GamesCompetition and Collaboration for Game-Based Learning: A Case Study

Part of the Advances in Game-Based Learning Book Series
Editors: Wouters, Pieter; van Oostendorp, Herre

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References (38)

Publisher
Springer International Publishing
Copyright
© Springer International Publishing Switzerland 2017
ISBN
978-3-319-39296-7
Pages
161 –184
DOI
10.1007/978-3-319-39298-1_9
Publisher site
See Chapter on Publisher Site

Abstract

[This chapter is dedicated to discuss how competition and collaboration for playing have an impact on the learner’s strategy and the learning process. We examine what kind of effects can be expected when competition and collaboration are used as instructional techniques. This is done through a discussion about how these concepts are defined and through a brief overview of the literature dedicated to competition and collaboration in game-based learning contexts. We also discuss the results obtained with an empirical study carried out with Tamagocours, an online multiplayer Tamagotchi-like game dedicated to teach preservice teachers how to follow the legal rules that should be applied for the use of digital resources in educational contexts. In this chapter, we consider that playing encompasses two dimensions: an individual and conflictual play with an antagonist system and a collaborative play which is based on cooperation with the game (to accept to play) and/or with teammates. Game-based learning is thus coopetitive and results from conflictual interactions and epistemic interactions when players collaborate.]

Published: Nov 1, 2016

Keywords: Game-based learning; Competition; Collaboration

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