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Digital Games: Engagment, Motivation and Informal Learning
Jo Iacovides at CALRG09
Jo Iacovides is working on how games can help learning "one level at a time". There are a range of ways that the games could help learning considered as intrinsic motivation (flow, presence, control) - though terms are not fixed, alternatives include immersion, engagement. Some assumptions linking engagement with the game with engagement with learning. The profile of gaming has also changed (at least partly caused by marketing from Nintendo in particular to encourage family play). Games have become more social and more natural to interact with. The impact of the change in gaming has not been fully explored in relation to learning. Jo will be looking at motivational aspects but in particular described the way she will look at engagemnet durign play. For this she will gather case studies with video observation and prompted interview. Physiological data will be used to augment the observation - arousal throuh galvanic skin response, Electromyography (muscle tension) to see how tense. Some devices that have been tried include Vusiz iWear (difficult to wear) and Neural Interactive Activator (difficult to calibrate and use). These seem to require too much training time. The hope had been that these would also help for studying reactions, but in practice hard to interpret and access the data.
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