Michael Gutjahr
Technische Universität Darmstadt
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Education and Information Technologies | 2013
Viktor Wendel; Michael Gutjahr; Stefan Göbel; Ralf Steinmetz
The idea of Computer Supported Collaborative Learning (CSCL) is being investigated for more than twenty years. Since a few years, game-based approaches like video games for learning (Serious Games) offer new fields of application. The combination of game-based learning concepts and collaborative learning may enable new, game-based application areas of CSCL, like collaborative multiplayer Serious Games. Designing such games, however, is very challenging as it requires to take into account traditional single player game design concepts, concepts for multiplayer game design, and concepts for Serious Game design simultaneously. Only very few examples of such games exist today. In this paper we describe an approach for the design of game-based collaborative learning scenarios using multiplayer Serious Games. Our approach aims at combining design concepts from the fields of collaborative learning and (multiplayer) game design. Our approach takes into account the requirements of traditional single player games (fun, narration, immersion, graphics, sound), challenges of multiplayer games (concurrent gaming, interaction) and Serious Game design (seamless inclusion of learning content, adaptation and personalization). Furthermore, requirements of collaborative learning are considered, like group goals, positive interdependence, and individual accountability. Our design concept was used to create a collaborative 3D multiplayer game fostering collaborative behavior as a foundation for game-based collaborative learning in small teams. We performed a user study with eight gaming sessions and a total of 23 participants. Results showed that the game enables a collaborative gameplay and fosters collaborative behavior. This may allow us to use a game-based CSCL approach to combine the advantages of game-based learning with those of collaborative learning in future.
International Journal of Game-Based Learning archive | 2014
Johannes Konert; Michael Gutjahr; Stefan Göbel; Ralf Steinmetz
For adaptation and personalization of game play sophisticated player models and learner models are used in game-based learning environments. Thus, the game flow can be optimized to increase efficiency and effectiveness of gaming and learning in parallel. In the field of gaming still the Bartle model is commonly used due to its simplicity and good mapping to game scenarios, for learning the Learning Style Inventory from Kolb or Index of Learning Styles by Felder and Silverman are well known. For personality traits the NEO-FFI (Big5) model is widely accepted. When designing games, it is always a challenge to assess one players profile characteristics properly in all three models (player/learner/personality). To reduce the effort and amount of dimensions and questionnaires a player might have to fill out, we proved the hypothesis that both, Learning Style Inventory and Bartle Player Types could be predicted by knowing the personality traits based on NEO-FFI. Thus we investigated the statistical correlations among the models by collecting answers to the questionnaires of Bartle Test, Kolb LSI 3.1 and BFI-K (short version of NEO-FFI). A study was conducted in spring 2012 with six school classes of grade 9 (12-14 year old students) in two different secondary schools in Germany. 74 students participated in the study which was offered optionally after the use of a game-based learning tool for peer learning. We present the results statistics and correlations among the models as well as the interdependencies with the students level of proficiency and their social connectedness. In conclusion, the evaluation (correlation and regression analyses) proved the independency of the models and the validity of the dimensions. Still, especially for all of the playing style preferences of Bartles model significant correlations with some of the analyzed other questionnaire items could be found. As no predictions of learning style preferences is possible on the basis of this studies data, the final recommendation for the development of game-based learning application concludes that separate modeling for the adaptation game flow (playing) and learn flow (learning) is still necessary.
Informatik Spektrum | 2014
Stefan Göbel; Florian Mehm; Viktor Wendel; Johannes Konert; Sandro Hardy; Christian Reuter; Michael Gutjahr; Tim Dutz
ZusammenfassungSerious Games sind hochkomplex. Sie verbinden Game-Technologien und spielerische Konzepte mit weiteren Technologien und relevanten Konzepten für die verschiedenen Einsatzgebiete von Serious Games. Im Beitrag werden wissenschaftlich-technische Methoden, Konzepte und Software-Lösungen zur Erstellung, Steuerung und Evaluation von Serious Games vorgestellt, die in der Gruppe Serious Games am Fachgebiet Multimedia Kommunikation der TU Darmstadt entwickelt wurden. Praxisbeispiele umfassen die Bereiche Bildung und Training sowie Sport und Gesundheit.
Int. J. Comp. Sci. Sport | 2012
Sandro Hardy; Stefan Göbel; Michael Gutjahr; Josef Wiemeyer; Ralf Steinmetz
Archive | 2012
Viktor Wendel; Michael Gutjahr; Stefan Göbel; Ralf Steinmetz
Archive | 2013
Viktor Wendel; Michael Gutjahr; Philipp Battenberg; Roman Ness; Sebastian Fahnenschreiber; Stefan Göbel; Ralf Steinmetz
Archive | 2013
Stefan Göbel; Michael Gutjahr; Sandro Hardy
international conference on computer supported education | 2012
Viktor Wendel; Michael Gutjahr; Stefan Göbel; Ralf Steinmetz
International Journal of Game-Based Learning archive | 2015
Stefan Göbel; Ralf Steinmetz; Viktor Wendel; Stefan Krepp; Michael Gutjahr
international conference on computer supported education | 2014
Viktor Wendel; Michael Gutjahr; Stefan Göbel; Ralf Steinmetz