Open learner modeling techniques in a digital educational game and study of motivation mechanisms

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Λεονάρδου, Αγγελική

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The student-centered learning approach known as Digital Game-based Learning (DGBL) uses digital games with educational materials to provoke student interest and to enhance their learning effectiveness. Within the two main DGBL parameters, i.e. learning (education) and gaming (fun, entertainment) the Multiplication Game (MG) was developed. MG is an adaptive digital game for developing and practising multiplication competences, which addresses primary school pupils and aims to develop the necessary multiplication skills in a fun and interactive way, in a safe environment with discreet error management. Through the Open Learner Model (OLM) and Open Social Learner Model (OSLM) techniques, metacognitive skills (e.g. self-assessment, self-organization) are promoted, while the opportunity of comparing pupil performance is offered. At the same time, it is possible for this tool to be used by teachers for easy evaluation and detailed monitoring of pupil performance. The MG supports all the participants involved in the learning process: pupil - teacher - classmates, so that it can be easily incorporated in the classroom. According to the research conducted, it was proved that teachers who have a positive attitude and acceptance for digital games, also have a positive view of MG. The provision of OLM data was also shown to enhance motivation, while gamification motivators were positively correlated with pupils' intrinsic motivation.

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Digital game-based learning, Multiplication game, Learner motivation, Gamification, Adaptive educational games, Open social learner model, Open learner model, Multiplication tables, Adaptive learning

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