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How to Raise Different Game Collaboration Activities

Published: 01 February 2018 Publication History

Abstract

Background. Designing collaborative three-dimensional 3D learning games is one way to enhance the quality of learning and respond to the needs of working life. However, there is little research on how to apply different game mechanics to support different educational aims.
Aim. This study determines how game mechanics implemented within computer-supported collaboration roles scripted vs. emergent are associated with the emergence of collaboration.
Method. The research at hand applies both qualitative and quantitative content analysis. The target group consisted of 15 vocational school students. The data were gathered by recording the groups' discussions and saving the game logs. A total of 8,128 transcribed utterances were eligible for content analysis to shed light on the characteristics in knowledge construction under scripted and emergent role situations.
Results. We found differences between the players' utterances in tasks with scripted and emergent roles. At the scripted-role level, providing knowledge was the most dominant type of utterance. Further, students with similar roles performed actions and applied similar activities. In the level based on emerging collaboration processes, shared problem solving was the most actively used speech activity.
Conclusions. Emphasizing and applying different game mechanics with different collaboration roles scripted vs. emergent can be used to support different educational aims of games.
Recommendation. Collaboration is needed among professionals from technological and educational sites of game research to fully understand how to apply game mechanics in educational games.

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Published In

cover image Simulation and Gaming
Simulation and Gaming  Volume 49, Issue 1
2 2018
90 pages

Publisher

Sage Publications, Inc.

United States

Publication History

Published: 01 February 2018

Author Tags

  1. emergent roles
  2. game design
  3. game-based learning
  4. knowledge construction
  5. knowledge sharing
  6. roles
  7. scripted roles
  8. synchronous gaming

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View all
  • (2024)Gamification and Game Based Learning for Vocational Education and Training: A Systematic Literature ReviewEducation and Information Technologies10.1007/s10639-022-11548-w29:2(1279-1317)Online publication date: 1-Feb-2024
  • (2023)Collaboration in Co-located Collaborative Digital Games - Towards a Quadripartite TaxonomyExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544549.3585760(1-6)Online publication date: 19-Apr-2023
  • (2020)Promoting Surgical Residents’ Basic Skills via the Design and Implementation of a Simulation Training ToolSimulation and Gaming10.1177/104687811985691050:4(436-447)Online publication date: 18-Jun-2020
  • (2019)Mobile game-based learning in secondary educationComputers in Human Behavior10.1016/j.chb.2019.05.02099:C(137-143)Online publication date: 1-Oct-2019
  • (2018)Capitalizing on the Most Important Part of a Learning SessionSimulation and Gaming10.1177/104687811875515549:1(3-7)Online publication date: 1-Feb-2018

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