| Literature DB >> 34230801 |
Imam Fitri Rahmadi1, Zsolt Lavicza2, Selay Arkün Kocadere3, Tony Houghton2, Markus Hohenwarter2.
Abstract
Recent developments in educational technology have led to a renewed interest in the utilisation of user-generated microgames for facilitating learning. The advantages and disadvantages of microgames which have been voluntarily created, modified, shared and used by users on open learning platforms to support learning are not yet clearly understood. The present study explores the strengths and weaknesses of user-generated microgames for assisting learning followed with some recommendations for the development and effective use of microgames from elementary teacher perspectives. This study is exploratory research conducted within the GeoGebra application with the participation of elementary school teachers from Indonesia. The study found that, on the one hand, user-generated microgames have multiple advantages to support learning mainly by their simplicity and short duration gameplay. On the other hand, the games have several disadvantages, especially due to the lack of content directly related to learning objectives and less interesting interfaces. It is recommended for users of open learning platforms to create more targeted microgames respecting a particular learning objective and for teachers to creatively connect games to learning for mastering knowledge, skills, or literacies.Entities:
Keywords: Educational microgames; Game-based learning; Microgame-based learning; Serious games; User-generated microgames
Year: 2021 PMID: 34230801 PMCID: PMC8249828 DOI: 10.1007/s10639-021-10635-8
Source DB: PubMed Journal: Educ Inf Technol (Dordr) ISSN: 1360-2357
Fig. 1Microgame-based Learning
The Profile of Teachers
| Teachers | Gender | Age | Education | Experience | Class | School | Location |
|---|---|---|---|---|---|---|---|
| T1 | Male | 30 | Bachelor | 5–10 years | V | Public | Urban |
| T2 | Female | 29 | Bachelor | 5–10 years | III | Public | Suburb |
| T3 | Female | 29 | Bachelor | 5–10 years | V | Public | Rural |
Selected User-generated Microgames from GeoGebra
Strengths of User-generated Microgames for Assisting Learning
| Strengths | Example of Statements |
|---|---|
| Simple and interesting | T1 – The games are simple and interested to students. Mathematics learning in schools more likely to be monotonous and very serious. By playing these games learning mathematics can be more enjoyable |
| Can be played either on smartphones or laptops | T1 – The three games can be played on smartphones as well as on laptops T2 – I tried the games on my smartphone and it can be played. I am sure it can also be played on laptops |
| Motivate students to compete with others | T2 – Students like competition. Elementary students are invited to compete by playing these games especially on the racing game. It encourages students to be more enthusiastic about learning |
| Short game durations encourage students to replay the games | T1 – Due to the short duration and the students already interested, they would like to replay the games. Students naturally become somewhat addicted to learning. When the students are interested in and like the games, they would not like to stop playing |
| Support learning processes in elementary schools | T3 – Generally, those games can support learning in elementary schools. Through games, students are happier and do not recognise that they are learning |
Weaknesses of User-generated Microgames for Assisting Learning
| Weaknesses | Example of Statements |
|---|---|
| Do not directly relate to learning objectives and materials as well as curriculum | T2 – The first two games seem not directly related to learning objectives in the curriculum. Only the third one I think that relates to learning materials in elementary schools |
| Less attractive interfaces | T1 – The drawback may be in the user interfaces. It is too simple without certain notifications or effects when the player wins T2 – The games display are very small and stiff that does not appear in full screen on the smartphone. Particularly in the first game, it was hard to play T3 – There are no audio and visual effects in the games |
| No playing instructions | T2 – I was confused and did not sure how to play and what is the second game objective. In addition, I did not know which point to be moved in the first game. No instructions to play in the games T3 – I was confused about playing the first game and could not play the second game. The final destination is unclear and no information about the game rules |
| The games are in English | T2 – Firstly, I thought the games were made specifically for students in Indonesia. I just realised the games are in English after trying. I have to reconsidered how to give it to students |
Teacher Recommendations of User-generated Microgames for Assisting Learning
| Recommendations | Example of Statements |
|---|---|
| Users have to consider curriculum when creating games | T2 – In my opinion, in order to provide more useful games for learning, game creators should consider the school curriculum |
| Create multi-player microgames | T1 – For the third game, it would be better if the opponent is also a student instead of a computer. So the game will be more interactive. Based on my experience, students prefer to compete with their friends |
| Using more updated characters | T2 – Should users wish to create a cartoon-based game, the character must be relevant to the latest trends. Hence, it is important to choose a cartoon character that is popular today |
| Teachers should creatively connect games to curriculum | T2 – Concerning games that do not directly relate to the curriculum, teachers are requested to be more creative in linking the games to learning materials |
| Teachers need to have a specific schedule of playing games in the classroom | T3 – Teachers should have a certain time to control students in the classroom in terms of playing games. When the time comes, teachers must keep their promises |