Live Learning Games: Insights from the application of a collaborative hybrid game environment for staff training

Ralf Hebecker, Kolja Bopp
pp.  8 – 28, download
(https://doi.org/10.55612/s-5002-056-001)

Abstract

The Live Learning Game was designed as a ludic learning environment in the GamesLab at Hamburg University of Applied Sciences and prototyped for use in safety training. The system combines physical and digital game elements to create a collaborative learning experience. This paper evaluates and presents the findings from several application runs. The results suggest that the hybrid game application has at least a stimulating effect on the participants’ motivation to learn and that content in particular can be well remembered due to the fun of playing and the positive team experience. In this context, it is important to link in a meaningful way the design of the game space, the narrative framework and, above all, the gameplay with the teaching content.  

Keywords: Live Learning Game, Playful Learning, Game-based Learning,  Hybrid Games, Collaborative Learning, Staff Training, Game Design.

References
1. Albartus, J.: MOTAS. Mystery Of Time And Space (Video Game) (2001)
2. Takagi, T.: Crimson Room (Video Game) (2004)
3. Fireproof Games: The Room (Video Game), Fireproof Games/Team 17 (2012)
4. TeamEscape, Live Adventure, collaboRATIO GmbH, https://teamescape.com
5. Exit Ventures. We are Escape Games! Paperdice Solutions GmbH, https://exitventures.de/
6. Deterding S., Dixon D., Khaled R., Nacke L.: From game design elements to gameful-ness: defining “gamification”. In: Lugmayr A. (Ed.), Proceedings of the 15th Interna-tional Academic Mindtrek Conference: Envisioning Future Media Environments, pp. 9–15. ACM (2011), https://doi.org/10.1145/2181037.2181040
7. Zyda M.: From visual simulation to virtual reality to games, Computer, 38(9), pp. 25–32,  IEEE (2005), https://doi.org/10.1109/MC.2005.297
8. Prensky M.: Digital Game-based Learning. Paragon House, (2007)
9. York J., deHaan J., Childs M., Collins M.: How Is Gamification Like Being Trapped in the Matrix? And What Is the ‘Real-World’of Game-Based Learning? Digital Culture & Education, 14(3), p. 35–54 (2022)
10. Rigby S., Ryan R.M.: Glued to games: how video games draw us in and hold us spell-bound, Praeger, (2011)
11. Sailer M., Hense J., Mandl H., Klevers M: Fostering Development of Work Competen-cies and Motivation via Gamification. In: Mulder M. (Ed.), Competence-based voca-tional and professional education – bridging the world of work and education, pp. 795–818. Springer (2017), https://doi.org/10.1007/978-3-319-41713-4_37
12. Sailer M., Homner L.: The Gamification of Learning: a Meta-analysis, Educational Psychology Review, 32, pp. 77–112 (2019), https://doi.org/10.1007/s10648-019-09498-w
13. Arnab, S.: Game science in hybrid learning spaces. Routledge (2020)
14. Armstrong J.S.: The natural learning project, Journal of Experiential Learning and Simulation, 1(1), pp. 5–12 (1979), https://repository.upenn.edu/handle/20.500.14332/39459
15. Ryan R.M., Deci E.L.: Intrinsic and extrinsic motivations: classic definitions and new directions, Contemporary Educational Psychology, 25(1), 54-67 (2000), https://doi.org/10.1006/ceps.1999.1020
16. Deci E.L., Ryan R.M.: The “What” and “Why” of Goal Pursuits: Human Needs and the Self-Determination of Behavior, Psychological Inquiry, 11(4), 227–268 (2000), https://doi.org/10.1207/S15327965PLI1104_01
17. Ryan R.M., Deci E. L.: Self-Determination Theory and the Facilitation of Intrinsic Motivation, Social Development, and Well-Being. American Psychologist, 55(1), pp. 68–78 (2000), https://doi.org/10.1037/0003-066X.55.1.68
18. Ryan R.M., Deci E.L.: Overview of self-determination theory: an organismic-dialectical perspective. In: Ryan R.M., Deci E.L. (Eds.), Handbook of self-determination research, pp. 3–33. University of Rochester Press (2002), https://psycnet.apa.org/record/2002-01702-001
19. Landers R.N.: Developing a Theory of Gamified Learning: Linking Serious Games and Gamification of Learning, Simulation & Gaming, 45(6), pp. 752–768 (2014), https://doi.org/10.1177/1046878114563660
20. Clark D.B., Tanner-Smith E.E., Killingsworth S.S.: Digital Games, Design, and Learn-ing: A Systematic Review and Meta-Analysis, Review of Educational Research, 86(1), pp. 79–122 (2016), https://doi.org/10.3102/0034654315582065
21. Squire K.D., DeVane B. Durga S.: Designing Centers of Expertise for Academic Learn-ing Through Video Games, Theory Into Practice, 47(3), pp. 240–251 (2008), https://doi.org/10.1080/00405840802153973
22. Plass L., Homer B., Mayer R., Kinzer C.: Theoretical Foundations of Game-Based and Playful Learning. In: Plass L., Mayer R., Homer, B. (Eds.), Handbook of game-based learning, pp. 3–24. MIT Press (2020)
23. Bedwell W.L., Pavlas D., Heyne K., Lazzara E.H., Salas E.: Toward a Taxonomy Link-ing Game Attributes to Learning: An Empirical Study, Simulation & Gaming, 43(6), pp. 729–760 (2012). https://doi.org/10.1177/1046878112439444
24. Dix A., Finlay J., Abowd G., Beale R.: Human-Computer Interaction (Third Edition). Pearson Education Limited (2004)
25. Mäyrä F.: An Introduction to Game Studies. Sage (2008)
26. Sailer M., Hense J.U., Mayr S.K., Mandl H.: How gamification motivates: An experi-mental study of the effects of specific game design elements on psychological need satisfaction, Computers in Human Behavior, 69, pp. 371–380 (2017), https://doi.org/10.1016/j.chb.2016.12.033
27. Lampropoulos G., Keramopoulos E., Diamantaras K., Evangelidis G.: Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies, Applied Sciences, 12(13), pp. 6809 (2022), https://doi.org/10.3390/app12136809
28. Mozelius P., Fagerström A., Söderquist M.: Motivating Factors and Tangential Learning for Knowledge Acquisition in Educational Games, Electronic Journal of e-Learning, 15(4), pp. 343-‑354 (2017), https://academic-publishing.org/index.php/ejel/article/view/1843
29. Rath R.: Game Criticism as Tangential Learning Facilitator: The Case of Critical Intel,  Journal of Games Criticism, 2(1), pp. 1–9 (2015), http://gamescriticism.org/articles/rath-2-1
30. Portnow J., Floyd D.: The power of tangential learning, Edge (2008, September 10), https://webs.ucm.es/BUCM/revcul/e-learning-innova/5/art387.pdf
31. Firaxis: Civilisation III (Video Game), Infogrames/Atari (2001)
32. Habgood J.: Zombie Division: Intrinsic integration in digital learning games, Cognitive Science Research Paper University of Sussex CSRP 576, pp. 45-48 (2005), https://www.sussex.ac.uk/informatics/cogslib/reports/csrp/csrp576.pdf#page=49
33. Salen K., Zimmermann E.: Rules of Play: Game Design Fundamentals. MIT Press (2003)
34. Dickey M.D.: Game Design Narrative for Learning: Appropriating Adventure Game Design Narrative Devices and Techniques for the Design of Interactive Learning Environments, Educational Technology Research and Development, 54, pp. 245–263 (2006), https://doi.org/10.1007/s11423-006-8806-y
35. Shneiderman B., Plaisant C., Cohen M., Jacobs S., Elmqvist M.: Designing the User Interface: Strategies for Effective Human-Computer Interaction, 6th Edition. (2017)
36. Csikszentmihalyi M.: Flow: The Psychology of Optimal Experience, Journal of Lei-sure Research, 24(1), pp. 93–94 (1990), https://doi.org/10.1080/00222216.1992.11969876
37. Chen J.: Flow in games (and everything else), Communications of the ACM, 50(4), pp 31–34 (2007), https://doi.org/10.1145/1232743.1232769
38. Leroy R.: Immersion, Flow and Usability in video games. In: Kitamura Y., Quigley A., Isbister K., Igarashi T. (Eds.), Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems, pp. 1–7 (2021), https://doi.org/10.1145/3411763.3451514
39. Glaser B., Strauss A.: The Discovery of Grounded Theory: Strategies for Qualitative Research. Routledge (2017), https://doi.org/10.4324/9780203793206
40. Gioia, D., Corley K., Hamilton A.: Seeking qualitative rigor in inductive research: Notes on the Gioia methodology, Organizational research methods, 16(1), pp. 15–31 (2013), https://doi.org/10.1177/109442811245215
41. Mayring P.: Qualitative Content Analysis: Theoretical Background and Procedures. In: Bikner-Ahsbahs A., Knipping C., Presmeg N. (Eds.), Approaches to Qualitative Re-search in Mathematics Education, pp. 365–380. Advances in Mathematics Educa-tion. Springer, Dordrecht (2015), https://doi.org/10.1007/978-94-017-9181-6_13

back to Table of Contents