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Please use this identifier to cite or link to this item: https://digital.lib.ueh.edu.vn/handle/UEH/56541
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dc.contributor.authorMathews Nkhoma-
dc.contributor.otherJaime Calbeto-
dc.contributor.otherNarumon Sriratanaviriyakul-
dc.contributor.otherThu Yein Win-
dc.contributor.otherQuyen Ha Tran-
dc.contributor.otherThanh Kim Cao-
dc.date.accessioned2017-12-20T09:26:39Z-
dc.date.available2017-12-20T09:26:39Z-
dc.date.issued2013-
dc.identifier.urihttps://search.proquest.com/openview/8bc5951059a9cb2dbee9af97010da128/1?pq-origsite=gscholar&cbl=396495-
dc.identifier.urihttp://digital.lib.ueh.edu.vn/handle/UEH/56541-
dc.description.abstractSimulation games have long been used as a teaching tool in the classroom environment mainly due to the high level of participation and engagement that students are able to generate from these, making the learning process more enjoyable and capable to replicate real‐life scenarios. When all is said and done, students are rewarded with a more authentic and complete learning experience. Feedback given during the simulation helps to motivate students to find better solutions to the problems being presented throughout the games and thus enhance their hands‐on knowledge on particular subjects. The purpose of this research is to provide empirical evidence of interrelations and impacts that exist between real‐time continuous feedback and simulation game performance as well as the interrelations and impacts that exist between real‐time continuous feedback and both students’ attitude and engagement towards learning. The research comprised 60 undergraduate students enrolled at the Centre of Commerce who had undergone at least three semesters of studying at various programmes at RMIT University Vietnam. For test purposes, the research employed a 3D IBM Business Process Management (BPM) simulation game, INNOV8 (more information is available at http://www‐ 01.ibm.com/software/solutions/soa/innov8/index.html) developed by IBM Academic Initiative. Students in the sample were asked to play this simulation game. A web‐based survey followed at the conclusion of the simulation game for the collection of data. The findings of the research concluded that students showed a favourable attitude towards learning through the simulation game. In addition, the real‐time continuous feedback given during the simulation game had a positive impact on the students’ cognitive learning outcomes. The originality of this research stems from the nature of the feedback being given to students in a real‐time continuous basis during the gameplay of a computer‐based simulation game to examine how this impacts students’ learning outcomesen
dc.formatPortable Document Format (PDF)-
dc.language.isoeng-
dc.relation.ispartofProceedings of the 7th European Conference on Games Based Learning – ECGBL 2013 hosted by Instituto Superior de Engenharia do Porto (ISEP), Porto, Portugal, 3-4 October 2013-
dc.subjectReal‐time continuous feedbacken
dc.subjectSimulation gamesen
dc.subjectGame‐based learningen
dc.subjectSerious gamesen
dc.titleTowards Understanding the Instructional Value of Real-Time Continuous Feedback From the use of Simulation Gamesen
dc.typeConference Paperen
item.openairecristypehttp://purl.org/coar/resource_type/c_18cf-
item.grantfulltextnone-
item.cerifentitytypePublications-
item.fulltextOnly abstracts-
item.openairetypeConference Paper-
item.languageiso639-1en-
Appears in Collections:Conference Papers
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