Enhancing the effectiveness of educational games and learning tools
Submitting Institution
University of LeicesterUnit of Assessment
Computer Science and InformaticsSummary Impact Type
SocietalResearch Subject Area(s)
Information and Computing Sciences: Information Systems
Education: Curriculum and Pedagogy, Specialist Studies In Education
Summary of the impact
The use of technology to enhance student learning is known to have a
significant impact on
achievement in all subject areas and across all stages of schooling and
learning. Educational
computer games and online tools help engage students — making learning
enjoyable and therefore
more effective. Computer scientists at Leicester are expert in the
analysis of online learning tools
and educational games. They have used this expertise to evaluate whether
and why such games
or tools work and, most importantly, how they can be improved.
The research has been used by:
- The software industry to develop new products for the e-learning and
games markets.
- Schools and higher educational institutions to create tailored
e-learning tools which enable
better learning experiences and improved outcomes for students.
- Industry to design and improve effective e-learning modules for
employee training.
Underpinning research
Technology-Enhanced Learning involves sophisticated uses of
various tools, services,
resources, and methods in order to attain the ultimate goal of learning
enjoyably and effectively.
Not only learning outcomes but also learning processes can be enriched
with educational
technologies, which, if appropriately designed, should give rise to
excellent user experience and
learning experience. The Unit is expert in the evaluation of
whether the design of a digital
educational game or an online tool works (or does not work), why, and how
it could be improved.
While both user experience and learning experience are subjective
feelings arising from interacting
with a system, user experience is more associated with the quality of
interface design whereas
learning experience is more with the quality of content. But the
distinction between the two
becomes blurred when the system components are tightly coupled, especially
in an adaptive
computer game and learning environment where both the interface and
content are dynamically
changing, contingent on moment-to-moment user behaviour and performance.
Hence, developing a robust evaluation framework for such complex
technology-enhanced
learning systems is a major research challenge. It involves selecting,
appropriating, augmenting
and harmonizing existing approaches, techniques and tools as well as
creating new ones to
address diverse contextual needs. This research challenge has been
addressed by the University
of Leicester team through three EU-funded research projects:
a. 80Days (2008-2010; http://www.eightydays.eu/)
The project involved building a scientifically sound model for an
assessment of knowledge and
learning process which did not disrupt the flow of the gameplay. The
results were embedded in a
game. The team developed a four-dimensional evaluation framework based on
Game usability,
Gaming experience, Learning effectiveness, and Real-time interaction
trajectory for adaptivity. It
was grounded in theories of cognition, emotion, learning, motivation, and
interaction. The team
used the framework to evaluate the research project's adaptive game in
several schools in
England and Austria. Evaluation feedback obtained underpinned work to
improve the adaptive
game enhancing its enjoyment and learning effectiveness.
b. ROLE (2009-2013; http://www.role-project.eu/)
This EU-funded project investigated how learners can be supported to
construct and adapt their
online learning environment when migrating across contexts. Leicester's
contribution was to apply
the user-centred design approaches to elicit and analyse requirements from
distributed and
diversified users. This knowledge was then built-in to a suite of tools
and resources, which were
designed as part of the project and were iteratively evaluated by
Leicester.
c. Go-Lab (2012-2016; http://go-lab-project.eu/)
This on-going project aims to create a portal that enables students to
perform scientific
experiments with online labs augmented by the pedagogical concepts of the
inquiry learning cycle.
Teachers can enrich their classroom activities with such labs and share
best practice in a
community. It also enables lab owners to promote their scientific
activities. 25 Visionary Workshops
and 9 Participatory Design workshops were conducted in nine and five
European countries
respectively, involving 728 participants (685 teachers and 43 students
from schools). Leicester was
responsible for collection and analysis of the data from these workshops
to extract requirements
for the technical team to develop the Go-Lab Portal.
The key Leicester researcher in all three projects was Dr Effie Law
(Lecturer during 80-Days and
ROLE and Reader during Go-Lab).
References to the research
[1] Law, E. L.-C., Gamble, T., & Schwarz, D. (2009). Gender
and cultural differences in
perceiving game characters of digital educational games. In Proceedings of
INTERACT 2009 (pp.
24-29), August 24-28, 2009, Uppsala, Sweden.
[2] Law, E. L-C., Roto, V., Hassenzahl, M., Vermeeren, A., &
Kort, J. (2009). Understanding,
scoping and defining user experience: A survey approach. In Proceedings of
the SIGCHI
conference on Human factors in computing systems (CHI 2009), Boston,
USA.
[3] Law, E.L-C., & Xu, S. (2012). "Evaluating User Experience
of Adaptive Digital Educational
Games with Activity Theory". International Journal of Human Computer
Studies (IJHCS), 70(7):
478-497.
[4] Sun, X. & Law, E. L-C. (2010). Towards a Structural Model
for Intention to Play a Digital
Educational Game. ACM Transactions on Edutainment IV, 44-55.
[5] Law, E. L-C., Chatterjee, A. Renzel, D., Ralf Klamma,
K. (2012) The Social Requirements
Engineering (SRE) Approach to Developing a Large-Scale Personal Learning
Environment
Infrastructure. In Proceedings of EC-TEL: 194-207.
[6] Mödritscher, F., Andergassen, M., Law, E. L-C.,
García-Barrios, V. M. (2013). Application
of Learning Curves for Didactic Model Evaluation: Case Studies. Journal
of Technology-Enhanced
Learning.
Research grants
80days — Around an Inspiring Virtual Learning World in Eighty
Days,2028 FP7-ICT-2007.4.1,
€3,297,000 (Leicester: €346,000), April 2008 - September 2010. Grant
holder: Effie Law
ROLE — Responsive Open Learning Environments, FP7-ICT-2007.4.3,
€6,600,000 (Leicester:
€497,420), Feb 2009 - Jan 2013. Grant holder: Effie Law
Go-Lab — Global online science labs for inquiry learning at
schools, FC-ICT-2011-8, €9,696,582
(Leicester: € 713,048), Nov 2012-Oct 2016. Grant holder: Effie Law.
Details of the impact
Impact of ROLE project
The way in which the internet is used is changing. Once, websites were
used passively to view
content already created. Now users are interacting and collaborating with
each other in social
media dialogue within virtual communities. Examples of this so-called Web
2.0 concept include
social networking sites, blogs, wikis, video sharing sites, hosted
services, web applications,
mashups and folksonomies.
The ROLE research project explored the place of e-learning in this new
context. Its main objective
has been to support teachers in developing open personal learning
environments for their
students. The project has created resources and tools for teachers which
give them the ability to
create such technology-driven learning environments for their
students, which they are able to
adapt to their own specialisms and needs, irrespective of individual
operating systems. These
resources and tools include software applications with which teachers and
trainers can build their
own online learning environments, and widget bundles to support a specific
learning or teaching
task. It has also developed a mash-up collaboration system called Graasp,
which enables teachers
and students to link different social media applications into their
personal learning environment.
Most of the technological solutions developed as part of the ROLE project
are shared with the
open-source community — that is they are freely available to anyone to
download.
Access points have recorded more than 100,000 page views. The
users/beneficiaries include:
HEIs and Schools — creating effective e-learning environments for
students — The open access
software and tools created by ROLE have been used by RWTH Aachen
University in Germany in a
Computer Science course. They created an electronic reference book, the
Web 2.0 Knowledge
Map, as a kind of improved Wikipedia system. The application supports
students in looking up
factual knowledge needed in their homework assignments to design computer
software. Students
can search for knowledge articles by entering topic keywords and navigate
from the current article
to related articles using hyperlinks. It is based on semantic net
technology, where hyperlinks are
not just links, but belong to predefined categories, each bearing a
meaning, as a named relation.
The Knowledge Map tool won the second prize in the 2010 International
E-Learning Association
Awards, in the category "Academic Blended Learning".
IMC AG — developing commercial products for the e-learning sector
— The international company
IMC AG is based in Germany and provides technology-enhanced solutions for
learning and
training. IMC has integrated ROLE technologies into their R&D
programme. They have been used
to underpin and improve their products for teachers and trainers,
including an award-winning
learning management system called CLIX. It has also underpinned a MOOC
(Massive Open
Online Course) platform called OpenCourseWorld — this is an online
course aiming at large-scale
interactive participation and open access via the web. The company is also
working on the
development of a mobile learning infrastructure for tablet- technologies.
It is designed to implement
the use of social media in the classroom to create a useful and efficient
learning environment.
POLO is still at the developmental stage but the R&D programme at IMC
AG is underpinned by
ROLE technologies and insight. (5.5)
Festo — enhancing employee training through more effective e-learning
tools — Festo is a leading
world-wide supplier of automation technology and the performance leader in
industrial training and
education programs. The company uses the CLIX learning management system
and was one of
the five main test-beds for ROLE, to evaluate the project's solutions for
technology-enhanced
workplace lifelong learning. (5.6)
Impact of Go-Lab project
The EU Go-Lab project — Global Online Science Labs for Inquiry Learning at
School opens up
remote science laboratories and their online models (online labs) for
large-scale use in education.
Students from around the world can perform personalized scientific
experiments with online labs,
and teachers can enrich their classroom activities with demonstrations and
disseminate best
practice in a web-based pedagogic community. It also gives the owners of
the labs the chance to
promote their scientific activities. As of Sept 2013, 43 students and 685
teachers have used Go-
Lab, inspiring young people to enjoy and pursue careers in science — a key
priority in both the UK
and European Union, to support future knowledge-based economies. (5.7)
Impact of the 80-Days project
During the 80Days project, researchers worked with the games
developer community to develop
psycho-pedagogical and technological foundations for successful computer
games in terms of
educational efficacy as well as financial turnovers. (5.1, 5.2)
Economic impact on SME partners
Two game developer companies were involved with the 80-Days project —
"learning games"
specialists TAKOMAT GmbH, of Germany, and "serious games" experts
Testaluna, of Italy.
Involvement in the 80Days project enhanced both companies' know-how in
designing and
developing complex and high-quality learning games. Both companies use
their involvement with
leading-edge research has a "unique selling point" when marketing
themselves.
Both companies used the 80Days demonstrator game — Lizard 3.0 (developed
at Leicester) — and
the scalable 80Days game concept for acquisition of other learning game
projects and the search
for investors and/or publishers to realize the 80Days game concept and
turn it into a full game title.
TAKOMAT also used the demonstrator game for the successful acquisition of
a commercial
serious game project — Energetika, the winner in the Best Serious Game
category in the 2010
German Game Prize. (5.3)
TESTALUNA also used involvement in the research to win a contract for the
development of a
serious game. The company is developing two separate lines of products:
one for medium-sized
educational products, in association with national public bodies, and the
other for small educational
serious games, to be launched by free games portals. (5.4)
Awareness raising within the games developer community
The 80-Days project team from Leicester were involved in several
international events which
raised the awareness of techniques that support high-quality learning
games to game developers.
These included the Montréal International Game Summit 2008 (1,300+
participants) and
Gamescom 2009 (circa 245,000 participants).
Awareness raising within the potential beneficiary community
The Leicester team contributed to a number of initiatives for raising the
awareness of scientists,
politicians, professionals, teachers and pupils to the role and
opportunities of video games for
learning experience. These included the World Cyber Games 2008 and 3rd
Youth Forum North-Rhine-Westphalia,
Cologne, Germany, 07-08.11.2008. More than 5,000 people attended including
schools teachers, e-learning professionals and politicians.
Sources to corroborate the impact
[1] Guido Doublet, Lars Maria Schnatmann, Daniel Schwarz (Eds.). Final
plan for the use and
dissemination of foregrounds (D25). Internal deliverable of the project
80Days.
[2] Final Review Report of the project 80Days (22nd October 2010). EU
reviewers
[3] Corroborating source: Managing Partner and Founder at TAKOMAT GmbH,
Germany
[4] Factual statement from Executive Producer at Testaluna, Italy
[5] Corroborating source: Project manager at IMC AG, Germany
[6] Corroborating source: Consultant at FESTO
[7] Post-project report to the funder (EU) on the Go-Lab project.