a systematic review on the potential of motion-based gaming for learning
TRANSCRIPT
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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
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Motion-Based Gaming
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Agenda
Introduction
Goals
Procedure
Discussion of Results
Conclusions
Questions
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Introduction
Physiological Claims Social Claims
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Introduction (Cont’d)
Lower-Order Thinking Higher-Order Thinking
Civilization IIIMath Blaster
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Goals
–State of the research related to motion-based technologies.
–Explore opportunities for purposes other than entertainment.
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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
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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%).
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Findings
Project Descriptions
6%
Literature Reviews
15%Theoretical Articles
18%Quantitative34%
Qualitative6%
Mixed21%
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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.
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Applications in Physical and Health Education
Pros• Healthier lifestyle• Engagement
Cons• No change in
fitness• Loss of interest
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Applications in Training
• Surgical laparoscopic training
• Haptic Gloves
• No significant difference
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Applications in Therapy
• Increased motor skills and cognition• Cheap and easy • Forgot pain and limitations• BUT• Not a replacement for the real thing
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Applications in the Classroom
• Second Language Learning
• And…?
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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.
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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.