Projects per year
Abstract
Previous research has shown that games need debriefing to cater for learning, although the research is rather inconclusive towards characteristics of effective debriefing. Teacher-debriefing is relatively costly and due to time constraints reasonably limited for individual debriefs. Self-debriefing is cheap and can be done independently. This study examined with a pre-test post-test design whether self-debriefing can induce similar learning as teacher-debriefing.
This study investigated students’ communication performance in four in-classroom usage-scenarios of a single-user game SMI (Space Modules Incorporated) for IT service-desk communication skills (n = 172). Three usage-scenarios used identical debriefing structure after the first game-session, but differed in debriefing format (Teacher-debriefing Learner-specific, Teacher-debriefing Class-specific, Self-debriefing Structured Note-taking). The fourth usage-scenario contained a generic assignment for self-reflection after the first game-session with note-taking (Self-debriefing Unstructured Note-taking). All usage-scenarios requested similar time investment for students in vocational education and the same debriefing-duration. Each usage-scenario contained the same two game-sessions with specific debriefing in-between. All usage-scenarios embedded easy to use debriefing formats, although both self-debriefing formats are cheaper to use than the teacher-debriefing formats. SMI supported in-game measurement of learning progress data, being used for debriefing and for measuring communication performance in both game-sessions (i.e., pre- & post-measurement).
A mixed between-within subjects ANOVA showed a significant learning effect for all usage-scenarios, but no significant differences between the debriefing-formats. Less labour-intensive and more flexible exploitation of games via self-debriefing seem plausible as no differences between self-debriefing and teacher-debriefing were found. These findings align with previous research that also did not show any differences between self-debriefing and expert-debriefing. Self-reports revealed moderate motivation within all usage-scenario’s and moderate studyability of all usage-scenarios. This hints at opportunities for improving the usage-scenario’s (game and debriefing). Suggestions for further debriefing-research are given.
Original language | English |
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Title of host publication | Proceedings of 12th European Conference on Game-Based Learning |
Editors | Melanie Ciussi |
Place of Publication | Sophia Antipolis, France |
Pages | 469-478 |
Number of pages | 10 |
ISBN (Electronic) | 9781911218999 |
Publication status | Published - 2018 |
Event | 12th European Conference on Game-Based Learning: ECGBL 2018 - Sophia Antipolis, France Duration: 4 Oct 2018 → 5 Oct 2018 |
Conference
Conference | 12th European Conference on Game-Based Learning |
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Country/Territory | France |
City | Sophia Antipolis |
Period | 4/10/18 → 5/10/18 |
Keywords
- Communication skills
- debriefing
- self-debriefing
- serious games
- teacher-debriefing
- technology-enhanced assessment
Fingerprint
Dive into the research topics of 'Self-debriefing or teacher-debriefing on a game for learning IT communication skills?'. Together they form a unique fingerprint.Projects
- 1 Finished
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Rage: Realising an Applied Gaming Eco-system
Westera, W. (PI), Georgiadis, K. (CoI), Saveski, G. (CoI), van Lankveld, G. (CoI), Bahreini, K. (CoI), van der Vegt, W. (CoI), Berkhout, J. (CoI), Nyamsuren, E. (CoI), Kluijfhout, E. (CoI) & Nadolski, R. (CoI)
1/02/15 → 31/07/19
Project: Research
Activities
- 1 Talk or presentation (not at a conference)
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Self-debriefing or Teacher-debriefing on a Game for Learning IT Communication Skills?
Nadolski, R. (Speaker)
5 Oct 2018Activity: Talk or presentation types › Talk or presentation (not at a conference) › Academic