Think of a Game Platform to Practice Basic Research Skills

Authors

  • Udomchoke Asawimalkit Political Science and Public Administration, Chiang Mai University
  • Chainarong Luengvilai Faculty of Law, Chiang Mai University

Keywords:

Digital Game-Based Learning, Basic Research Skills, Student Experience

Abstract

This article aims to explore new teaching approaches for developing basic research skills using digital game platforms, based on the author's experience as a platform developer. The main content of the article includes 1) reflecting on the experience of developing a digital game platform, 2) learners' interest in using games, and 3) achieving the expected learning outcomes from the operational process. Monitoring and listening to diverse opinions, students reflected that gaming platforms enhance enjoyment, engagement, and curiosity. Most reflected positive experiences with this learning innovation. However, in achieving specific cognitive skill goals, digital gaming platforms did not significantly improve learner outcomes. Nevertheless, they may be a valuable and interesting alternative compared to traditional teaching methods and help promote a previously unseen positive attitude towards digital learning.

References

Head, A. J. (2013). Learning the ropes: How freshmen conduct course research once they enter college. Project Information Literacy Research Report. URL: https://projectinfolit.org/ publications/learning-the-ropes/

Julien, H. (2005). Education for information literacy instruction: A global perspective. Journal of Education for Library and Information Science, 46(3), 210-216. URL: https://doi.org/ 10.2307/40323845

Hosein, A., & Rao, N. (2017). Students' reflective essays as insights into student centred-pedagogies within the undergraduate research methods curriculum. Teaching in Higher Education, 22(1), 109-125. DOI:10.1080/13562517.2016.1221804

Lindgren, R., & McDaniel, R. (2012). Transforming online learning through narrative and student agency. Journal of Educational Technology & Society, 15(4), 344-355. URL: https://www.jstor .org/stable/jeductechsoci.15.4.344

Holland, M.(2008). Seeking meaning: A process approach to library and information services. The Electronic Library, 26(2), 279-280. https://doi.org/10.1108/02640470810864208

Gee, J. P. (2003). What video games have to teach us about learning and literacy. URL: https://www.researchgate.net/publication/220686314_hat_Video_Games_Have to_Teach_Us_About_Learning_and_Literacy

Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill.

Shaffer, D. W., Squire, K. R., Halverson, R., & Gee, J. P. (2005). Video games and the future of learning. Phi Delta Kappan, 87(2), 105-111. https://doi.org/10.1177/003172170508700205

Brew, A. (2013). Understanding the scope of undergraduate research: A framework for curricular and pedagogical decision-making. Higher Education, 66(5), 603-618. https://doi.org/10.1007 /s10734-013-9624-x

Lameras, P., Arnab, S., Dunwell, I., Stewart, C., Clarke, S., & Petridis, P. (2017). Essential features of serious games design in higher education: Linking learning attributes to game mechanics. British Journal of Educational Technology, 48(4), 972-994. https://doi.org/10.1111/bjet.12467

Clark, D. B., Tanner-Smith, E. E., & Killingsworth, S. S. (2016). Digital games, design, and learning: A systematic review and meta-analysis. Review of Educational Research, 86(1), 79-122. DOI: 10.3102/0034654315582065

Piaget, J. (1972). The psychology of the child. New York: Basic Books. URL: https://www.hachettebookgroup.com/titles/jean-piaget/the-psychology-of-the-child/9780465095001/?lens=basic-books

Ryan, R. M., & Deci, E. L. (2000). Intrinsic and extrinsic motivations: Classic definitions and new directions. Contemporary Educational Psychology, 25(1), 54-67. https://doi.org/10. 1006/ceps.1999.1020

Mayer, R. E. (2001). Multimedia learning. Cambridge University Press. URL: https://books. google.co.th/books/about/MultimediaLearning.html?id=jMfjDwAAQBAJ&redir_esc=y

Squire, K. (2011). Video games and learning: Teaching and participatory culture in the digital age. Teachers College Press. URL: https://www.researchgate.net/publication/259532938_Video_Games_and_Learning_Teaching_and_Participatory_Culture_in_the_Digital_Age

Wouters, P., Van Nimwegen, C., Van Oostendorp, H., & Van Der Spek, E. D. (2013). A meta-analysis of the cognitive and motivational effects of serious games. Journal of educational psychology, 105(2), 249. URL: https://doi.org/10.1037/a0031311

Squire, K. (2006). From content to context: Videogames as designed experience. Educational researcher, 35(8), 19-29. URL: https://doi.org/10.3102/0013189X035008

Mayer, R. E. (2014). Computer games for learning: An evidence-based approach. MIT Press. URL: https://www.google.co.th/books/edition/Computer_Games_for_Learning/5sgIBAAAQBAJ?hl=en&gbpv=1&dq=Mayer,+R.+E.+(2014).+Computer+games+for+learning&printsec=frontcover

Johnsen, H. M., Fossum, M., Vivekananda-Schmidt, P., Fruhling, A., & Slettebø, Å. (2016). Teaching clinical reasoning and decision-making skills to nursing students: Design, development, and usability evaluation of a serious game. International Journal of Medical Informatics, 94, 39-48. DOI: 10.1016/j.ijmedinf.2016.06.014

Sadler, T. D., Romine, W. L., Stuart, P. E., & Merle-Johnson, D. (2015). Game-based curricula in biology classes: Differential effects among varying academic levels. Journal of Research in Science Teaching, 52(1), 114-135. https://doi.org/10.1002/tea.21085

Downloads

Published

2024-12-27

How to Cite

Asawimalkit, U., & Luengvilai, C. (2024). Think of a Game Platform to Practice Basic Research Skills. PAAT Journal, 6(2), 1–14. retrieved from https://so10.tci-thaijo.org/index.php/paatj/article/view/1444