Learning Conversations in World of Warcraft
HICSS '07 Proceedings of the 40th Annual Hawaii International Conference on System Sciences
Introductory C Programming Language Learning with Game-Based Digital Learning
ICWL '08 Proceedings of the 7th international conference on Advances in Web Based Learning
Game-Like Simulations for Online Adaptive Learning: A Case Study
Edutainment '09 Proceedings of the 4th International Conference on E-Learning and Games: Learning by Playing. Game-based Education System Design and Development
Bridging the Gap: Adaptive Games and Student-Centered VLEs
ICWL '009 Proceedings of the 8th International Conference on Advances in Web Based Learning
Using virtual worlds for behaviour clustering-based analysis
Proceedings of the 2010 ACM workshop on Surreal media and virtual cloning
Data Mining: Practical Machine Learning Tools and Techniques
Data Mining: Practical Machine Learning Tools and Techniques
Proceedings of the 6th Balkan Conference in Informatics
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This paper presents our recent experiences with the design of game-like applications in 3-D virtual environments as well as its impact on student motivation and learning. Therefore our paper starts with a brief analysis of the motivational aspects of videogames and virtual worlds (VWs). We then go on to explore the possible benefits of both in the area of foreign language learning. For our research study we have designed a VW-platform, called VirtUAM. This permits us to store and record data related to users' behaviour within the VW. Furthermore the platform has been employed to build several islands (virtual spaces), which implement different game levels. The virtual spaces themselves are used to give students a basic training in different language skills related to the German language. In order to obtain data regarding the game's impact on student learning and motivation, we designed several tests, which were completed both before and after the student participants played the game. Additionally we gave them a general questionnaire, which was only filled out after the game and which aimed at getting personal feedback from the learners. Quantitative and qualitative results shown in this work are part of a larger project which intends to study the impact of game-like applications within virtual environments and with regard to teaching and learning processes in general.