Edventure: Gamification for collaborative problem design and solving
Journal
2016 15th International Conference on Information Technology Based Higher Education and Training, ITHET 2016
Date Issued
2016
Author(s)
Abstract
In this paper, we develop the game-based system Edventure that transforms the tedious homework or in-class exercise into a game, where students compete with each other through preparing and solving problems. Edventure has many advantages over traditional homework, e.g., cooperative learning and less routines for the homework preparation. Most importantly, the system elevates the students' motivations and enables them to yield better learning outcome by actively doing their homework. Specifically, while students apply the knowledge when solving problems in traditional homework, in Edventure they have to prepare problems for their peers, which requires the skill like analysis, evaluation and creation. Compared with applying, evaluating and creating belong to higher cognitive levels in the revised Bloom's taxonomy. We adopt Edventure in the course Differential Equation to demonstrate its efficacy. From the evaluation results, around 70% students learn cooperatively and solve more homework problems when using Edventure. © 2016 IEEE.
Subjects
Cooperative learning; education; gamification; learning technology; revised Bloom's taxonomy
SDGs
Other Subjects
Blooms (metal); Differential equations; Education; Engineering education; Personnel training; Students; Taxonomies; Bloom's taxonomy; Class exercise; Cognitive levels; Cooperative learning; Evaluation results; Gamification; Learning outcome; Learning technology; Problem solving
Type
conference paper
