Simulation-based Serious Games for Science Education and teacher assessment

Authors

  • Seungho Baek Korea University
  • Ji-Young Park Korea University
  • JungHyun Han Korea University

DOI:

https://doi.org/10.17083/ijsg.v3i3.123

Keywords:

serious games, simulation, science education

Abstract

This paper presents serious games developed for the science subject in elementary and middle schools, specifically on the three topics of “Force and Motion,” “State Change of Water,” and “Earth and Moon.” The PC game “Force and Motion” implemented frictional/gravitational/magnetic force simulations, in the mobile game “State Change of Water,” particle-based fluid simulations were implemented, and in the PC- and mobile-based multi-platform game “Earth and Moon,” a solar system simulation was implemented. In order to find out the essential components for the science educational games, the components of each topic were thoroughly analyzed, and then a game-based curriculum was developed for the components classified as having high- or mid-level difficulties in both teaching and learning. Based on the curriculum, the three games were created. The games were evaluated by elementary and middle school teachers, and the evaluation results showed that simulation-based serious games are promising tools for improving learning effects in science-related subjects.

References

[1] Zyda, M., From visual simulation to virtual reality to games: Computer, Vol. 38, Nr. 9, September 2005

[2] G¨obel, S., Hardy, S., Wendel, V., Mehm, F., “Steinmetz, R., Serious games for health: Personalized exergames”. In Proceedings of the International Conference on Multimedia, ACM, 2010

[3] Kang, S., Jung, S., Development of a Serious Game for Rehabilitation Training using 3D Depth Camera: Journal of Korea Game Society, Vol. 13, Nr. 1, February 2013

[4] Kim, Y.S., Kim, N.Y., Cho, S.H., A study on the positive impact of a persuasive game and its potential for social change literacy: Journal of Korea Game Society, Vol. 14, Nr. 1, February 2014

[5] Kim, K., Lee, Y., Oh, S., Development and analysis of a walking game ´paldokangsan3´using kinect: Journal of Korea Game Society, Vol. 14, Nr. 1, February 2014

[6] S´anchez, J., Olivares, R., Problem solving and collaboration using mobile serious games: Computers & Education, Vol. 57, Nr. 3, November 2011

[7] Mouaheb, H., Fahli, A., Moussetad, M., Eljamali, S., The serious game: what educational benefits?: Procedia-Social and Behavioral Sciences, Vol. 46, Nr. 0, September 2012

[8] Connolly, T.M., Boyle, E.A., MacArthur, E., Hainey, T., Boyle, J.M., A systematic literature review of empirical evidence on computer games and serious games: Computers & Education, Vol. 59, Nr. 2, September 2012

[9] De Freitas, S., Jarvis, S., Serious games-engaging training solutions: A research and development project for supporting training needs: British Journal of Educational Technology, Vol. 38, Nr. 3, April 2007

[10] Wrzesien, M., Raya, M.A., Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the e-junior project: Computers & Education, Vol. 55, Nr. 1, August 2010

[11] Yusoff, A., Crowder, R., Gilbert, L., “Validation of serious games attributes using the technology acceptance model”. In Games and Virtual Worlds for Serious Applications Second International Conference on, IEEE, 2010

[12] Roungas, B., Dalpiaz, F., A Model-Driven Framework for Educational Game Design: Games and Learning Alliance, Vol. 9599, Nr. 1, 2016

[13] Lee, H., Doh, Y., A Study on Enhancing Emotional Engagement in Learning Situation– Based on Development Case of English Learning Serious Game ‘Word Collectrian’: Journal of Korea Game Society, Vol. 12, Nr. 6, December 2012

[14] Yang, J., Oh, K., Youm, K., English Vocabulary Learning System Based on Repetitive Learning and Rate-Matching Rule: Games and Learning Alliance, Vol. 9599, Nr. 1, 2016

[15] Coller, B.D., Scott, M.J., Effectiveness of using a video game to teach a course in mechanical engineering: Comput. Educ., Vol. 53, Nr. 3, November 2009

[16] Pope, H., Mangram, C., Wuzzit Trouble: The Influence of a Digital Math Game on Student Number Sense: International Journal of Serious Games, Vol. 2, Nr. 4, December 2015

[17] Wouters, P., Oostendorp, H., Vrugte, J., The Role of Surprise in Game-Based Learning for Mathematics: Games and Learning Alliance, Vol. 9599, Nr. 1, 2016

[18] Thomaszewski, B., Gumann, A., Pabst, S., Straßer, W., Magnets in motion: ACM Transactions on Graphics, Vol. 27, Nr. 5, December 2008

[19] Muller, M., Charypar, D., Gross, M., “Particle-based fluid simulation for interactive applications”. In Proceedings of the 2003 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, Eurographics Association, 2003

[20] Jung, H., Lee, C., Jhun, Y., Development and application of an evaluation tool for serious games: Journal of The Korean Association of Information Education, Vol. 18, Nr. 3, September 2014

Downloads

Published

2016-09-23

Issue

Section

GaLA Conf 2015 special issue

How to Cite

Simulation-based Serious Games for Science Education and teacher assessment. (2016). International Journal of Serious Games, 3(3). https://doi.org/10.17083/ijsg.v3i3.123