scispace - formally typeset
Search or ask a question
Author

Jeffrey Earp

Other affiliations: Coventry University
Bio: Jeffrey Earp is an academic researcher from National Research Council. The author has contributed to research in topics: Game Developer & Game design. The author has an hindex of 13, co-authored 42 publications receiving 1065 citations. Previous affiliations of Jeffrey Earp include Coventry University.

Papers
More filters
Journal ArticleDOI
TL;DR: Future research on digital games would benefit from a systematic programme of experimental work, examining in detail which game features are most effective in promoting engagement and supporting learning.
Abstract: Continuing interest in digital games indicated that it would be useful to update Connolly et al.'s (2012) systematic literature review of empirical evidence about the positive impacts and outcomes of games. Since a large number of papers was identified in the period from 2009 to 2014, the current review focused on 143 papers that provided higher quality evidence about the positive outcomes of games. Connolly et al.'s multidimensional analysis of games and their outcomes provided a useful framework for organising the varied research in this area. The most frequently occurring outcome reported for games for learning was knowledge acquisition, while entertainment games addressed a broader range of affective, behaviour change, perceptual and cognitive and physiological outcomes. Games for learning were found across varied topics with STEM subjects and health the most popular. Future research on digital games would benefit from a systematic programme of experimental work, examining in detail which game features are most effective in promoting engagement and supporting learning. The current systematic literature review updates Author (date).The review looks at impacts and outcomes of playing digital games from 2009 to 2014.Multi-component coding of papers, games and learning outcomes was used.Many papers were found with 143 papers providing high quality evidence.Games for entertainment and learning addressed different outcomes.

743 citations

Journal Article
TL;DR: In this article, serious games (SG) are used to facilitate both informal and formal learning in formal education systems, and the role of the educator in game-based learning is discussed.
Abstract: Nowadays formal education systems are under increasing pressure to respond and adapt to rapid technological innovation and associated changes in the way we work and live. As well as accommodation of technology in its ever‑diversifying forms, there is a fundamental need to enhance learning processes through evolution in pedagogical approaches, so as to make learning in formal education more engaging and, it is hoped, more effective. One opportunity attracting particularly close attention is Serious Games ( SG), which offer considerable potential for facilitating both informal and formal learning. SG appear to offer the chance to hook today's (largely) digital‑native generation of young learners, who are at risk of falling into an ever‑widening gap between networked lifestyles and the relative stagnant environment they experience in school and university. However, there are a number of inhibitors preventing wider SG take‑up in mainstream education. This paper investigates SG in formal education, initially by concentrating on pedagogical issues from two different but complementary perspectives, game design and game deployment. It then goes on to examine game based practice in formal settings and focuses on the pivotal role of the educator within the emerging panorama. This is followed by a brief look at some specific implementation strategies, collaboration and game building, which are opening up new possibilities. Finally some points for further consideration are offered.

105 citations

Proceedings Article
01 Jan 2012
TL;DR: The multi-player GBL dynamics may enhance collaborative learning through a relation of positive interdependence while at the same time maintaining a certain level of competition for ensuring multi- player GBL gameplay.
Abstract: The process of learning through Game Based Learning (GBL) presents both positive aspects and challenges to be faced in order to support the achievement of learning goals and knowledge creation. This study aims to characterise game dynamics in the adoption of multi-player GBL. In particular, we examine the multi-player GBL dynamics may enhance collaborative learning through a relation of positive interdependence while at the same time maintaining a certain level of competition for ensuring multi-player GBL gameplay. The first section of the paper introduces collaborative GBL and describes the combination of intragroup dynamics of cooperation and positive interdependence and an intergroup dynamic of competition to maintain gameplay. The second part of the paper describes two multi-player GBL scenarios: the multi-player game with interpersonal competition and the multi-player game with intergroup competition. For each scenario a case analysis of existing collaborative games is provided, which may help instructional and game designers when defining the collaborative GBL dynamics. Technological requirements and best practices in the use of collaborative GBL are described in the last sections.

89 citations

Book ChapterDOI
01 Apr 2014
TL;DR: The intention is to establish whether Narrative Serious Game Mechanics (NSGM) can provide players with opportunities for reasoning and reflective analysis that may even transcend the game-based learning environment.
Abstract: Narratives are used to construct and deconstruct the time and space of events. In games, as in real life, narratives add layers of meaning and engage players by enhancing or clarifying content. From an educational perspective, narratives are a semiotic conduit for evoking critical thinking skills and promoting knowledge discovery/acquisition. While narrative is central to Serious Games (SG), the relationships between gameplay, narrative and pedagogy in SG design remain unclear, and narrative’s elemental influence on learning outcomes is not fully understood yet. This paper presents a purpose-processing methodology that aims to support the mapping of SG design patterns and pedagogical practices, allowing designers to create more meaningful SGs. In the case of narrative, the intention is to establish whether Narrative Serious Game Mechanics (NSGM) can provide players with opportunities for reasoning and reflective analysis that may even transcend the game-based learning environment.

35 citations

Journal ArticleDOI
TL;DR: A structural model for pedagogical plans which can assist both authors and users is described which helps authors to engage in the design of a plan as a communication project and helps users in the process of understanding, customizing, enacting and evaluating an existing plan.
Abstract: This paper focuses on pedagogical plans intended as objects to support human communication. Its purpose is to describe a structural model for pedagogical plans which can assist both authors and users. The model helps authors to engage in the design of a plan as a communication project and helps users in the process of understanding, customizing, enacting and evaluating an existing plan. A distinctive feature of the model is the adoption of a hierarchical representation where each plan can be represented as a hierarchical network of constituent elementary plans that focus in on more specific parts of the learning process, thus going from more general to more concrete, detailed levels. This makes it possible to approach plan authoring as a top-down process, something that presents considerable advantages. It is a valuable aid for mastering the complexity of design and at the same time represents a maieutic factor that encourages authors to establish levels of conceptualization and abstraction which would otherwise remain unexpressed. The user too comprehends the plan in terms of a top-down process, where the specific steps of a learning activity are seen as originating from more general and abstract conceptualizations. In this way communication and understanding are enhanced and facilitated. The paper provides an easy-to-understand example of a hierarchical plan and describes a prototype tool that has been developed for managing hierarchical plans. Finally some preliminary results are presented from initial application of the model and the associated tool in the context of an international research project on educational innovation in mathematics.

33 citations


Cited by
More filters
Journal Article

1,501 citations

Journal ArticleDOI
TL;DR: When there are many people who don't need to expect something more than the benefits to take, this problem based learning an approach to medical education book will probably make you feel curious.
Abstract: When there are many people who don't need to expect something more than the benefits to take, we will suggest you to have willing to reach all benefits. Be sure and surely do to take this problem based learning an approach to medical education that gives the best reasons to read. When you really need to get the reason why, this problem based learning an approach to medical education book will probably make you feel curious.

1,039 citations

Journal ArticleDOI

630 citations