Serious Games
Patrick Felicia, Ian Pitt
Using Video Games For Learning
- Educational games are widely used, but their effectiveness is questionable
- Attempts to combine learning and fun often fail to deliver either
- Popular games motivate users to continue playing, but harnessing this motivation for educational purposes is difficult.
- There are very few guidelines to assist developers of educational games
Research Programme
- Examined previous research on the use of video games to make learning more motivating and effective
- Developed video game to teach mathematics
- Conducted study in schools using the game
- Results suggest that, for maximum educational effectiveness, games must be adapted to suit each player's personality.
- Developed the PLEASE model:
- Personality
- Learning style
- Emotions
- Autonomy
- Systematic approach
- Evaluation
- Revised and extended the game in accordance with the PLEASE model
Math Quest
- Virtual Reality game to teach mathematics
- Multi-level
- Uses Intelligent Tutoring System (ITS)
- Uses emotions
- Game-play adapts to personality of user
- Different experience for each user
Current Research
- Conducting further user-studies
- Initial results show that Math Quest:
- is fun to play
- improves learning outcomes
Publications
Felicia, P. and Pitt, I.J. (2008), Harnessing the Potential of Video games for Sound Educational Games,, accepted for publication in the Handbook of Research on Effective Electronic Gaming in Education, to be published by Information Science Reference (Hershey, PA) in 2008.
Felicia, P. and Pitt, I.J. (2008), Personalising Educational Games to Students' Learning Styles, International Technology Education and Development Conference, Valencia, Spain, 3-5 March 2008
Felicia, P. and Pitt, I.J. (2007), Evaluating the Effect of Personalities on the Design of Educational Games, European Conference on Games Based Learning (ECGBL) Conference, Paisley, Scotland, October 25-26th 2007.
Felicia, P. and Pitt, I.J. (2007), The PLEASE Model: An Emotional and Cognitive Approach to Learning in Video Games, International Technology Education and Development Conference, Valencia, Spain, 8-10 March 2007
Felicia, P. and Pitt, I.J. (2006), 5 Keys to More Effective Educational Games: A systematic Approach to Emotionally Sound Games, Computer Games (CGames 2006), Dublin, Ireland, 22-24th November 2006
Felicia, P. and Pitt, I.J. (2005), What Can We Learn from Online Games?, Proceedings of the 9th European Conference on Computer-Supported Cooperative Work, Paris, September 2005
Felicia, P. and Pitt, I.J. (2005), The Use of Virtual Reality for Instructional Games, Proceedings of the IEE VR2005 Conference, Bonn, March 2005.