Loading…
The iLRN 2020 Virtual Conference has now concluded. If you registered for the conference, recordings of many of the sessions are available to you on the respective pages for the sessions on this site (you will need to be logged in to view the content). If you did not register for the conference, please sign up for a free individual membership of iLRN and we will contact you in due course to provide you with details on how you can gain access to the recordings.

Additionally, a highlights reel from the conference is available here.
Thursday, June 25 • 11:00am - 12:00pm
Games and Gamification III

Log in to save this to your schedule, view media, leave feedback and see who's attending!

Feedback form is now closed.
Presentation 1: Reducing Cognitive Load through the Worked Example Effect within a Serious Game Environment (Full Paper #19)

Authors: Bernadette Spieler, Naomi Pfaff and Wolfgang Slany

>>Access Video Presentation<<

Novices often struggle to represent problems mentally; the unfamiliar process can exhaust their cognitive resources, creating frustration that deters them from learning. By improving novices' mental representation of problems, worked examples improve both problem-solving skills and transfer performance. Programming requires both skills. In programming, it is not sufficient to simply understand how Stackoverflow examples work; programmers have to be able to adapt the principles and apply them to their own programs. This paper shows evidence in support of the theory that worked examples are the most efficient mode of instruction for novices. In the present study, 42 students were asked to solve the tutorial The Magic Word, a game especially for girls created with the Catrobat programming environment. While the experimental group was presented with a series of worked examples of code, the control groups were instructed through theoretical text examples. The final task was a transfer question. While the average score was not significantly better in the worked example condition, the fact that participants in this experimental group finished significantly faster than the control group suggests that their overall performance was better than that of their counterparts.

Presentation 2: A literature review of e-government services with gamification elements (Full Paper #56)

Authors: Ruth S. Contreras-Espinosa and Alejandro Blanco-M

>>Access Video Presentation<<

Nowadays several democracies are facing the growing problem of a breach in communication between its citizens and their political representatives, resulting in low citizen’s engagement in the participation of political decision making and on public consultations. Therefore, it is fundamental to generate a constructive relationship between both public administration and the citizens by solving its needs. This document contains a useful literature review of the gamification topic and e-government services. The documents contain a background of those concepts and conduct a selection and analysis of the different applications found. A set of three lines of research gaps are found with a potential impact on future studies.

Speakers
avatar for Bernadette Spieler

Bernadette Spieler

Visiting Professor in Computer Science Didactics, University of Hildesheim
1. Computer Science Education/Didactics: Teacher Education, Curriculum Improvements, Constructionism, Learning Environments, Learning Resources/OER, Maker/Open Learning Spaces, MOOCs, eLearning, …2. Educational Technology: Game Development-Based Learning, Mobile Learning, Game... Read More →
NP

Naomi Pfaff

Student, Technische Universität Graz


Thursday June 25, 2020 11:00am - 12:00pm PDT
Orange Event Hall iLRN Virtual Campus, powered by VirBELA