The Future of Education

Edition 14

Accepted Abstracts

Repurposing Existing Games for Education on the Example of User Reviews

Łukasz Wilkoń, Politechnika Śląska (Poland)

Abstract

 Existing games can be successfully integrated into educational programmes. Although the original intended use of analysed games was entertainment, some games can be used for educational purposes, for instance, as tools for understanding history. Historical simulation games require players to predict their opponent's moves, often based on the understanding of geographical, political, economic, military and historical systems and their relationships. Strategy games that implement turn-based approach are addictive because they challenge the player to solve problems and achieve goals. For an extended period of time, players can explore the past in an entertaining and immersive way. Using natural language processing and artificial intelligence to find lexical items related to the educational value of existing strategy games, such as the Civilization series, I sought to verify what the users learned by playing and which elements of the game appealed them. Data was obtained from steam reviews to which exploratory data analysis, topic and emotion detection was applied together with linguistic analysis.  

 

Keywords artificial intelligence, data mining, education, exploratory data analysis, linguistics, natural language processing, strategy games.

References

[1] Borrego, C., Fernandez, C., Blanes, I., Robles, S. (2017), Room escape at class: Escape games activities to facilitate the motivation and learning in computer science. “Journal of Technology and Science Education”. 7(2), Available from: https://doi:10.3926/jotse.247 [Accessed May 3, 2022].
[2] Franco, P. F., DeLuca, D. A. (2019), Learning Through Action: Creating and Implementing a Strategy Game to Foster Innovative Thinking in Higher Education. ”Simulation & Gaming”, 50(1), 23–43. Available from: https://doi.org/10.1177/1046878118820892 [Accessed May 15, 2022].
[3] Gee, J. P. (2003). What video games have to teach us about learning. New York: Palgrave.
[4] Ger, P.M., Burgos, D., Martinez-Ortiz, I., Sierra, J. L., Educational game design for online education. "Computers in Human Behavior" 2008, 24(6). Available from: https://www.researchgate.net/publication/222399548_Educational_game_design
_for_online_education. [Accessed May 5, 2022].
[5] Hartman, A., Tulloch, R., Young H., Video Games as Public History: Archives, Empathy and Affinity.  Available from: http://gamestudies.org/2104/articles/hartman
_tulloch_young [Accessed May 7, 2022].
[6] Prensky, M. (2001), Digital Game-Based Learning. New York: McGraw Hill.
[7] Squire, K., Barab, S., Replaying History: Engaging Urban Underserved Students in Learning World History Through Computer Simulation Games. Sixth international conference of the learning sciences 2008. Available from: https://repository.isls.org
/bitstream/1/3990/1/505-512.pdf [Accessed May 5, 2022].

 

co-financed by the European Union through

the European Social Fund

(grant POWR.03.02.00-00-I029). 

 


 

 

Back to the list

REGISTER NOW

Reserved area


Media Partners:

Click BrownWalker Press logo for the International Academic and Industry Conference Event Calendar announcing scientific, academic and industry gatherings, online events, call for papers and journal articles
Pixel - Via Luigi Lanzi 12 - 50134 Firenze (FI) - VAT IT 05118710481
    Copyright © 2024 - All rights reserved

Privacy Policy

Webmaster: Pinzani.it