Design and Evaluation of a Contextual Distance Management Training Game With Real-person Non-player Character Mechanism

Conference: The Asian Conference on Education (ACE2022)
Title: Design and Evaluation of a Contextual Distance Management Training Game With Real-person Non-player Character Mechanism
Stream: Design, Implementation & Assessment of Innovative Technologies in Education
Presentation Type: Virtual Poster Presentation
Authors:
Chih-Chung Chien, National Taiwan University of Science and Technology, Taiwan
Szu-Ting Huang, National Taiwan University of Science and Technology, Taiwan
Huei-Tse Hou, National Taiwan University of Science and Technology, Taiwan

Abstract:

As the COVID-19 epidemic continues, teleconferencing has become an important mode of company operation, and many professional training courses are also taught online. However, in the absence of interactive mechanisms, learners may lack motivation and focus, which may reduce the effectiveness of learning. Game-based learning can enhance learners' motivation and concentration, and the combination of contextual design and games is expected to increase learners' engagement and alleviate excessive anxiety. In this study, we propose a highly realistic distance game-based learning approach by designing a multi-dimensional cognitive scaffolding game "Strategist's Challenge" with real-person NPC mechanism on the Gather platform, which is an online business management training game based on a real-world company environment to develop learners' knowledge and ability in strategic planning.
The participants were 11 adults from Taiwan, and the objectives of the learning activity were to complete the SWOT analysis of the company in the game scenario and to propose the best strategic planning task. In this study, the flow and anxiety scales were measured. Based on the descriptive statistics, the learners scored above the median of 3 on all nine dimensions of flow, with the mean values of clear goals and sense of control being higher than 4.00. The learners' anxiety scores were close to the median of 3.00, indicating that the learners showed moderate anxiety during the game. The preliminary results of the study indicate that the mechanism designed in this study is effective in enhancing learners' flow and moderate anxiety in learning.




Virtual Poster Presentation


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