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Learning Success, Engagement and Fun: Evaluating an Educational Game in Higher Education as Replacement for a Homework Assignment.

  • Melina Rose*
  • , Alessandra Antonaci
  • , Martin Bonnet
  • , Roland Klemke
  • *Corresponding author for this work

    Research output: Chapter in Book/Report/Conference proceedingConference Article in proceedingAcademicpeer-review

    Abstract

    The integration of game-based learning in higher education has gained increasing attention as a means to enhance student engagement and learning outcomes. This study evaluates the educational game Welten der Werkstoffe (WdW) as a replacement for traditional homework in a materials science course at TH Köln. The research investigates whether WdW can maintain or improve student learning success, engagement, and enjoyment compared to conventional assignments. A quasi-experimental study was conducted, comparing exam results from a control group (n = 91) that completed traditional homework with those from an experimental group (n = 68) that used WdW. Additionally, survey data provided insights into student experiences and perceptions. Findings indicate that replacing homework with WdW did not negatively impact overall academic performance, with students in the experimental group achieving comparable or slightly improved grades. Engagement levels were high, with nearly half of the students actively participating in the game. However, results revealed a significant difference in game perception between gamers and non-gamers, with the latter requiring additional support to navigate the game effectively. These findings highlight both the potential and challenges of implementing educational games in higher education. The study suggests that well-designed educational games can serve as viable alternatives to traditional assignments but must consider diverse student backgrounds and gaming experience. Future research should explore adaptive onboarding strategies to ensure accessibility for all learners and assess the long-term impact of game-based learning on knowledge retention and student motivation.
    Original languageEnglish
    Title of host publicationEntertainment Computing – ICEC 2025
    Subtitle of host publication24th IFIP TC 14 International Conference, Tokyo, Japan, August 27–30, 2025, Proceedings
    EditorsMaki Sugimoto, Angelo Di Iorio, Pablo Figueroa, Ryosuke Yamanishi, Kohei Matsumura
    PublisherSpringer, Cham
    Pages320-333
    Number of pages14
    ISBN (Electronic)978-3-032-02555-5
    DOIs
    Publication statusPublished - 22 Aug 2025
    Event24th IFIP TC 14 International Conference - Tokyo, Japan
    Duration: 27 Aug 202530 Aug 2025
    https://icec2025.entcomp.org/

    Publication series

    SeriesLecture Notes in Computer Science
    ISSN0302-9743

    Conference

    Conference24th IFIP TC 14 International Conference
    Abbreviated titleICEC2025
    Country/TerritoryJapan
    CityTokyo
    Period27/08/2530/08/25
    Internet address

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