Practical Application of the Learning Mechanics–Game Mechanics (LM-GM) framework for Serious Games Analysis in Engineering Education

MJ Callaghan, Niall McShane, A Gomez-equiluz, T Teillès, P Raspail

Research output: Chapter in Book/Report/Conference proceedingConference contribution

7 Citations (Scopus)

Abstract

Serious Games (SG) have proved to have instructional potential but there is still a lack of methodologies and tools not only for their design but also to support game analysis and assessment. This paper explores the use of SG to increase student engagement and retention. The ongoing development phase of a game to teach the theoretical and practical principles of the operation of a sound synthesizer is presented to demonstrate how electronic engineering education can be radically reimagined to create immersive, highly engaging learning experiences that are problem-centered and pedagogically sound. The Learning Mechanics–Game Mechanics (LM-GM) framework for SG game analysis is introduced and its use in an educational game design scenario is shown as a case study.
LanguageEnglish
Title of host publicationUnknown Host Publication
Pages391-395
Number of pages5
DOIs
Publication statusE-pub ahead of print - 31 Mar 2016
Event13th International Conference on Remote Engineering and Virtual Instrumentation (REV) - Madrid Spain
Duration: 31 Mar 2016 → …

Conference

Conference13th International Conference on Remote Engineering and Virtual Instrumentation (REV)
Period31/03/16 → …

Fingerprint

Engineering education
Mechanics
Acoustic waves
Electronics engineering
Students
Serious games

Keywords

  • Engineering Education
  • Learning Mechanics–Game Mechanics (LM-GM) model
  • Game based learning

Cite this

Callaghan, MJ ; McShane, Niall ; Gomez-equiluz, A ; Teillès, T ; Raspail, P. / Practical Application of the Learning Mechanics–Game Mechanics (LM-GM) framework for Serious Games Analysis in Engineering Education. Unknown Host Publication. 2016. pp. 391-395
@inproceedings{595b6893d9d648b18e579328b2295a0b,
title = "Practical Application of the Learning Mechanics–Game Mechanics (LM-GM) framework for Serious Games Analysis in Engineering Education",
abstract = "Serious Games (SG) have proved to have instructional potential but there is still a lack of methodologies and tools not only for their design but also to support game analysis and assessment. This paper explores the use of SG to increase student engagement and retention. The ongoing development phase of a game to teach the theoretical and practical principles of the operation of a sound synthesizer is presented to demonstrate how electronic engineering education can be radically reimagined to create immersive, highly engaging learning experiences that are problem-centered and pedagogically sound. The Learning Mechanics–Game Mechanics (LM-GM) framework for SG game analysis is introduced and its use in an educational game design scenario is shown as a case study.",
keywords = "Engineering Education, Learning Mechanics–Game Mechanics (LM-GM) model, Game based learning",
author = "MJ Callaghan and Niall McShane and A Gomez-equiluz and T Teill{\`e}s and P Raspail",
note = "Reference text: Prensky, M. Information and Background on The Monkey Wrench Conspiracy, http://www.marcprensky.com/ Last accessed 08/2015 Kosmadoudi, Z., Lim, T., Ritchie, J., Louchart, S., Liu, Y., Sung, R.: Eng. design using game-enhanced CAD 45 (3) (2013) 777-795 Aziz, E.-S., Esche, S. K. & Chassapis, C.: Review of the state of the art in virtual learning environments. Computers in Education Journal, Vol. 20, No. 1, pp. 22-35. (2010) E. Klopfer, and S.Osterweil. “The Boom and Bust and Boom of Educational Games.” In Trans. Edutainment IX (2013): 290–296. Quinn, C. N. (1994). Designing educational computer games. Designing for change in teaching and learning (A-59, pp. 45–57). Amsterdam: Elsevier Science. Kiili, K. & Lainema, T. (2008) Measuring Engagement in Educational Games. Inter. Learning Research. 19 (3). 469-488 Arnab, S., Lim, T., Carvalho, M.B., Bellotti, F., de Freitas, S., Louchart, S., Suttie, N., Berta, R. and De Gloria, A. (2014) Mapping learning and game mechanics for games analysis. British Journal of Educ. Technology Volume 46, Issue 2, pages 391–411, March 2015 M.J. Callaghan, K. McCusker, J.L. Losada, J.Harkin, S. Wilson.: Using Game-Based Learning in Virtual Worlds to teach electronic and electrical engineering, IEEE Trans. on Industrial Informatics, vol. 9, no. 1, pp. 575-584, Feb 2013. MJ.Callaghan, K.McCusker, J.Losada, JG.Harkin and S.Wilson,: Engineering Education Island: Innovation in Teaching and Learning in Sciences, Vol. 8 Issue 3 November (2009) Dickey, M. D. (2005). Engaging by Design: How Engagement Strategies in Popular Computer and Video Games Can Inform Instructional Design. Educational Technology Research and Development, 53(2), 67-83. F. Bellotti, M. Ott , S. Arnab, R. Berta, S. de Freitas, K. Kiili, and A. De Gloria, “Designing Serious Games for Education. ECGBL 2011: 5th European Conference on Games Based Learning. F.Bellotti, B.Kapralos, K.Lee, P.Moreno-Ger and R.Berta, R, “Assessment in and of Serious Games: An overview” In Advances in Human Computer Interaction, 2013, 11. Shute, V. J., Ventura, M., Bauer, M. I. & Zapata- Rivera. D. (2009). Melding the power of serious games and embedded assessment. Serious Games: (pp 295-321) Routledge. Serrano-Laguna, A. J.Torrente, P.Moreno-Ger B. Fern{\'a}ndez-Manj{\'o}n, “Application of Learning Analytics and Videogames for Student Assessment”. Procedia Computer Science, 15, 203—209 Game Analytics, Last accessed 11/2015 from http://www.gameanalytics.com/",
year = "2016",
month = "3",
day = "31",
doi = "10.1109/REV.2016.7444510",
language = "English",
isbn = "978-1-4673-8246-5",
pages = "391--395",
booktitle = "Unknown Host Publication",

}

Callaghan, MJ, McShane, N, Gomez-equiluz, A, Teillès, T & Raspail, P 2016, Practical Application of the Learning Mechanics–Game Mechanics (LM-GM) framework for Serious Games Analysis in Engineering Education. in Unknown Host Publication. pp. 391-395, 13th International Conference on Remote Engineering and Virtual Instrumentation (REV), 31/03/16. https://doi.org/10.1109/REV.2016.7444510

Practical Application of the Learning Mechanics–Game Mechanics (LM-GM) framework for Serious Games Analysis in Engineering Education. / Callaghan, MJ; McShane, Niall; Gomez-equiluz, A; Teillès, T; Raspail, P.

Unknown Host Publication. 2016. p. 391-395.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

TY - GEN

T1 - Practical Application of the Learning Mechanics–Game Mechanics (LM-GM) framework for Serious Games Analysis in Engineering Education

AU - Callaghan, MJ

AU - McShane, Niall

AU - Gomez-equiluz, A

AU - Teillès, T

AU - Raspail, P

N1 - Reference text: Prensky, M. Information and Background on The Monkey Wrench Conspiracy, http://www.marcprensky.com/ Last accessed 08/2015 Kosmadoudi, Z., Lim, T., Ritchie, J., Louchart, S., Liu, Y., Sung, R.: Eng. design using game-enhanced CAD 45 (3) (2013) 777-795 Aziz, E.-S., Esche, S. K. & Chassapis, C.: Review of the state of the art in virtual learning environments. Computers in Education Journal, Vol. 20, No. 1, pp. 22-35. (2010) E. Klopfer, and S.Osterweil. “The Boom and Bust and Boom of Educational Games.” In Trans. Edutainment IX (2013): 290–296. Quinn, C. N. (1994). Designing educational computer games. Designing for change in teaching and learning (A-59, pp. 45–57). Amsterdam: Elsevier Science. Kiili, K. & Lainema, T. (2008) Measuring Engagement in Educational Games. Inter. Learning Research. 19 (3). 469-488 Arnab, S., Lim, T., Carvalho, M.B., Bellotti, F., de Freitas, S., Louchart, S., Suttie, N., Berta, R. and De Gloria, A. (2014) Mapping learning and game mechanics for games analysis. British Journal of Educ. Technology Volume 46, Issue 2, pages 391–411, March 2015 M.J. Callaghan, K. McCusker, J.L. Losada, J.Harkin, S. Wilson.: Using Game-Based Learning in Virtual Worlds to teach electronic and electrical engineering, IEEE Trans. on Industrial Informatics, vol. 9, no. 1, pp. 575-584, Feb 2013. MJ.Callaghan, K.McCusker, J.Losada, JG.Harkin and S.Wilson,: Engineering Education Island: Innovation in Teaching and Learning in Sciences, Vol. 8 Issue 3 November (2009) Dickey, M. D. (2005). Engaging by Design: How Engagement Strategies in Popular Computer and Video Games Can Inform Instructional Design. Educational Technology Research and Development, 53(2), 67-83. F. Bellotti, M. Ott , S. Arnab, R. Berta, S. de Freitas, K. Kiili, and A. De Gloria, “Designing Serious Games for Education. ECGBL 2011: 5th European Conference on Games Based Learning. F.Bellotti, B.Kapralos, K.Lee, P.Moreno-Ger and R.Berta, R, “Assessment in and of Serious Games: An overview” In Advances in Human Computer Interaction, 2013, 11. Shute, V. J., Ventura, M., Bauer, M. I. & Zapata- Rivera. D. (2009). Melding the power of serious games and embedded assessment. Serious Games: (pp 295-321) Routledge. Serrano-Laguna, A. J.Torrente, P.Moreno-Ger B. Fernández-Manjón, “Application of Learning Analytics and Videogames for Student Assessment”. Procedia Computer Science, 15, 203—209 Game Analytics, Last accessed 11/2015 from http://www.gameanalytics.com/

PY - 2016/3/31

Y1 - 2016/3/31

N2 - Serious Games (SG) have proved to have instructional potential but there is still a lack of methodologies and tools not only for their design but also to support game analysis and assessment. This paper explores the use of SG to increase student engagement and retention. The ongoing development phase of a game to teach the theoretical and practical principles of the operation of a sound synthesizer is presented to demonstrate how electronic engineering education can be radically reimagined to create immersive, highly engaging learning experiences that are problem-centered and pedagogically sound. The Learning Mechanics–Game Mechanics (LM-GM) framework for SG game analysis is introduced and its use in an educational game design scenario is shown as a case study.

AB - Serious Games (SG) have proved to have instructional potential but there is still a lack of methodologies and tools not only for their design but also to support game analysis and assessment. This paper explores the use of SG to increase student engagement and retention. The ongoing development phase of a game to teach the theoretical and practical principles of the operation of a sound synthesizer is presented to demonstrate how electronic engineering education can be radically reimagined to create immersive, highly engaging learning experiences that are problem-centered and pedagogically sound. The Learning Mechanics–Game Mechanics (LM-GM) framework for SG game analysis is introduced and its use in an educational game design scenario is shown as a case study.

KW - Engineering Education

KW - Learning Mechanics–Game Mechanics (LM-GM) model

KW - Game based learning

U2 - 10.1109/REV.2016.7444510

DO - 10.1109/REV.2016.7444510

M3 - Conference contribution

SN - 978-1-4673-8246-5

SP - 391

EP - 395

BT - Unknown Host Publication

ER -