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A Study on Applications of
Educational Games to
Enhance Students Learning
ABSTRACT
• While educational games have been increasingly popular in education, insufficient
studies have comprehensively reviewed their effectiveness.
• To complement this missing link, this study explored game-based learning
outcomes including academic achievements, problem-solving, and critical thinking
abilities, knowledge, learning efficiency, skills, student attitudes, and behaviours.
Both negative and positive effects of educational games on motivation were also
explored based on comprehensive literature analysis.
• The role of engagement in game-based learning was studied, coupled with the
ways to enhance student engagement. We also explored the importance of gamified
components in student satisfaction and provided constructive suggestions for
designers and practitioners.
• Future research should highlight learning analytics and data mining techniques of
educational game-based learning and try to find out solutions to address various
problems to improve the effectiveness of educational games.
INTRODUCTION
• Gamification in education has become the focus of attention in recent
years. While “gamification is the practice of using game design elements,
game mechanics and game thinking in non-game activities to motivate
participants”, educational gamification is a teaching method that requires
learners to participate in competitions according to preset rules. It has been
an interdisciplinary and prevalent tool for educators to utilize in teaching in
the past few years. In view of the rapid development of technology, learners
may expect teachers/lecturers to employ this tool in lessons/lectures.
• E-learning through mobile game application is basically associated with
game-based learning. Educational games have been described as
applications which use video-related mobile game features to build
engaging and immersive learning experiences with specific goals.
STATEMENT OF THE PROBLEM
• Students are now easily using the touch phone. They attract the content and
Games.
• Some addicted games are lead to spoil the students mental behaviour
• In this project we are going to identify performance of the student and find
that problems which are affect the student performance.
• Find the learning strategy from the education games .
OBJECTIVES OF THE STUDY
• This study uses a combination of gamification and traditional learning
methods, while implementing the elements of self determination theory to
design the instructional strategies to motivate students.
• The aim is to study whether the use of educational game could enhance
students’ learning ability and understand students’ perceptions of
educational games.
LIMITATIONS OF THE STUDY
• The following are the limitation of the study
• The study is combined to the respondents of Coimbatore district only.
• The study is conducted in a short period of time and so only limited
Information could be collected.
• The sample is 100 only due to limited time.
• The conduction may not applicable to the universe.
• Because opinion may differ from person to person.
SCOPE OF THE STUDY
• This study covers how students are motivated to using the education
games.
• It aims to know the Students view about the games.
• This study also helps to know the factors which influence the student to use
the games.
• The scope of the present study confines to the factors influencing the usage
behaviour of games among student group.

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Educational Games under online offline.pptx

  • 1. A Study on Applications of Educational Games to Enhance Students Learning
  • 2. ABSTRACT • While educational games have been increasingly popular in education, insufficient studies have comprehensively reviewed their effectiveness. • To complement this missing link, this study explored game-based learning outcomes including academic achievements, problem-solving, and critical thinking abilities, knowledge, learning efficiency, skills, student attitudes, and behaviours. Both negative and positive effects of educational games on motivation were also explored based on comprehensive literature analysis. • The role of engagement in game-based learning was studied, coupled with the ways to enhance student engagement. We also explored the importance of gamified components in student satisfaction and provided constructive suggestions for designers and practitioners. • Future research should highlight learning analytics and data mining techniques of educational game-based learning and try to find out solutions to address various problems to improve the effectiveness of educational games.
  • 3. INTRODUCTION • Gamification in education has become the focus of attention in recent years. While “gamification is the practice of using game design elements, game mechanics and game thinking in non-game activities to motivate participants”, educational gamification is a teaching method that requires learners to participate in competitions according to preset rules. It has been an interdisciplinary and prevalent tool for educators to utilize in teaching in the past few years. In view of the rapid development of technology, learners may expect teachers/lecturers to employ this tool in lessons/lectures. • E-learning through mobile game application is basically associated with game-based learning. Educational games have been described as applications which use video-related mobile game features to build engaging and immersive learning experiences with specific goals.
  • 4. STATEMENT OF THE PROBLEM • Students are now easily using the touch phone. They attract the content and Games. • Some addicted games are lead to spoil the students mental behaviour • In this project we are going to identify performance of the student and find that problems which are affect the student performance. • Find the learning strategy from the education games .
  • 5. OBJECTIVES OF THE STUDY • This study uses a combination of gamification and traditional learning methods, while implementing the elements of self determination theory to design the instructional strategies to motivate students. • The aim is to study whether the use of educational game could enhance students’ learning ability and understand students’ perceptions of educational games.
  • 6. LIMITATIONS OF THE STUDY • The following are the limitation of the study • The study is combined to the respondents of Coimbatore district only. • The study is conducted in a short period of time and so only limited Information could be collected. • The sample is 100 only due to limited time. • The conduction may not applicable to the universe. • Because opinion may differ from person to person.
  • 7. SCOPE OF THE STUDY • This study covers how students are motivated to using the education games. • It aims to know the Students view about the games. • This study also helps to know the factors which influence the student to use the games. • The scope of the present study confines to the factors influencing the usage behaviour of games among student group.