3. In the past
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nd
pleasure
Computer games today have an important role
in the kids their lives
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4. Learning by playing, is this possible & efficient?
Is there any educational and pedagogical added value?
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6. What? Raise the awareness of dental hygiene
via an educational platform.
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7. combination o
f traditional
lessons and
games efficie
nt?
Research questions?
1. what is the educational added value of games
2. how to integrate computer games in a most efficient
way in the class?
proach?
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ames in
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What is
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8. 1. what is the educational added
value of games?
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9. Before, some research parameters:
– 392 students.
– 20 classes (3rd grade).
– 52% boys, 48% girls.
– average age was 8 year.
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10. First outcome:
– credibility is important for knowledge transfer.
– certain level of identification with the game
character is important but the most important.
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12. – 98% likes playing games and want to play again.
– 86% thinks that the games aren’t hard to play.
– 62% detect the educational nature of the game.
– 15% computer educational purpose.
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13. What did we do to measure the results?
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14. – creation of traditional lesson book, fairy tail & games.
– all 3 contains the same 3 games.
– testing:
- level of difficulty.
- comprehensibility.
- duration.
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15. – 85% likes the games.
– 50% likes the traditional book or created story.
– 95% would love to play the games again.
– difficulty of the games are higher in the book or fairy tail.
– 66% of the kids paid very carefully attention during
playing the games.
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17. – games are at least as effective as traditional learning
materials.
– knowledge transfer of the games is also very high.
– the games sentisize the players to pay more attention
on their dental hygiene (aim of the platform)
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19. When you want to do pure knowledge transfer,
traditional learning material and games work
both efficiently.
!
When choice behaviour or intention to change something is
the target, games can help you, if created advised.
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20. 2. how to integrate computer games
in a most efficient way in the class?
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21. 2 conditions to test in a living lab:
Condition 1:
Condition 2:
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22. Knowledge transfer is in both conditions the same.
!
The level of attention for students in condition 2
was higher.
!
The desire to learn more about this subject was for both
conditions the same.
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24. We can conclude that the learning effect, in the case
where the students playing games, is at least the
same as the traditional way of learning
!
Kids indicated that they could pay more attention in
case when games were integrated
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25. We can conclude that the games are most effective when
they are played before the traditional lesson
> arouse interest during class
!
When games are played before the lesson, you better not
integrate the game character in the traditional lesson
afterward.
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26. Combination of lessons and games are at least as
efficiently.
!
Play games before the lesson, to arouse interest.
!
When playing games after the lesson, be sure you start
with a lesson where the game character has a
prominent role.
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