a systematic review on the potential of motion-based gaming for learning

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Exploring the State of the Research on the Potential of Motion-Based Gaming for Learning Salvador Garcia-Martinez [email protected] Carolyn Jong [email protected] Research centre in Technoculture, Art and Games (TAG) Concordia University

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Page 1: A Systematic Review on the Potential of Motion-Based Gaming for Learning

Exploring the State of the Research on the Potential of Motion-Based Gaming for Learning

Salvador [email protected]

Carolyn [email protected]

Research centre in Technoculture, Art and Games (TAG) Concordia University

Page 2: A Systematic Review on the Potential of Motion-Based Gaming for Learning

Motion-Based Gaming

Page 3: A Systematic Review on the Potential of Motion-Based Gaming for Learning

Agenda

Introduction

Goals

Procedure

Discussion of Results

Conclusions

Questions

Page 4: A Systematic Review on the Potential of Motion-Based Gaming for Learning

Introduction

Physiological Claims Social Claims

Page 5: A Systematic Review on the Potential of Motion-Based Gaming for Learning

Introduction (Cont’d)

Lower-Order Thinking Higher-Order Thinking

Civilization IIIMath Blaster

Page 6: A Systematic Review on the Potential of Motion-Based Gaming for Learning

Goals

–State of the research related to motion-based technologies.

–Explore opportunities for purposes other than entertainment.

Page 7: A Systematic Review on the Potential of Motion-Based Gaming for Learning

Methodology

• Systematic Review

• Timeframe: 6 months

• Databases:

– EBSCO Host, ProQuest, Web of Science, Engineering Village, JSTOR and PubMed.

– Years: 2005– 2011

– Example: (“video games” or “digital games” or “computer games”) AND learning AND (gestur* or haptic or wii or kinect or (motion and playstation))

– Total: 122 articles

Page 8: A Systematic Review on the Potential of Motion-Based Gaming for Learning

Inclusion Criteria

– Articles must be related to the goals.

– The full version of the article should be available on-line.

– Empirical articles should include completeinformation related to the type of research, research design, or participants.

– Peer-reviewed scholarly publications.

– Total: 33 articles (29.5%).

Page 9: A Systematic Review on the Potential of Motion-Based Gaming for Learning

Findings

Project Descriptions

6%

Literature Reviews

15%Theoretical Articles

18%Quantitative34%

Qualitative6%

Mixed21%

Page 10: A Systematic Review on the Potential of Motion-Based Gaming for Learning

Findings (Cont’d)

• There is evidence showing:– A relationship between physical activity and engagement.

– Movement can motivate players to continue playing engaging them in the activity.

– Movement can engage players to foster, besides the increase of motor skills, other types of cognitive processes.

• Limitations– These findings are mostly based on studies that focus on

children.

– Limited number of video games and participants.

Page 11: A Systematic Review on the Potential of Motion-Based Gaming for Learning
Page 12: A Systematic Review on the Potential of Motion-Based Gaming for Learning

Applications in Physical and Health Education

Pros• Healthier lifestyle• Engagement

Cons• No change in

fitness• Loss of interest

Page 13: A Systematic Review on the Potential of Motion-Based Gaming for Learning

Applications in Training

• Surgical laparoscopic training

• Haptic Gloves

• No significant difference

Page 14: A Systematic Review on the Potential of Motion-Based Gaming for Learning

Applications in Therapy

• Increased motor skills and cognition• Cheap and easy • Forgot pain and limitations• BUT• Not a replacement for the real thing

Page 15: A Systematic Review on the Potential of Motion-Based Gaming for Learning

Applications in the Classroom

• Second Language Learning

• And…?

Page 16: A Systematic Review on the Potential of Motion-Based Gaming for Learning

Conclusions

• Research has been rigorous in presenting empirical evidence that support the results.

• There is still a need to conduct more qualitative research in order to increase the depth of the research and propose new hypotheses.

Page 17: A Systematic Review on the Potential of Motion-Based Gaming for Learning

Conclusions (cont’d)

• Motion-based games motivate players to become immersed and to develop social and cognitive skills.

• Connection between physical activity and engagement, but what is meant by engagement?

• Successfully applied in physical and health education, training, therapies and in the classroom.

• Virtual environments are not a replacement for real environments.