In recent years, there has been a growing demand for enhanced features and an online version of the self-developed mathematical didactic game, LimStorm, which has been successfully used in higher education for several years. Recognising these needs, we conducted a comprehensive review and redesign of the game using the ADDIE instructional design model. This paper details each phase of the transformation (Analysis, Design, Development, Implementation, and Evaluation) aimed at ensuring the game aligns with current educational requirements and actively engages learners in an innovative learning environment. During the redesign process, a digital version of the game was developed featuring two interconnected games on a single platform, which was tested at the University of Miskolc. Based on a survey of 106 first-year students, we get a predominantly positive reception. The average scores for engagement and motivation were approximately 4.2 out of 5, indicating strong positive feedback.

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Two Digital Games in One Platform for Collaborative Game-Based Learning in Engineering Mathematics

  • Szilvia Szilágyi,
  • Attila Körei,
  • Zsuzsanna Török

摘要

In recent years, there has been a growing demand for enhanced features and an online version of the self-developed mathematical didactic game, LimStorm, which has been successfully used in higher education for several years. Recognising these needs, we conducted a comprehensive review and redesign of the game using the ADDIE instructional design model. This paper details each phase of the transformation (Analysis, Design, Development, Implementation, and Evaluation) aimed at ensuring the game aligns with current educational requirements and actively engages learners in an innovative learning environment. During the redesign process, a digital version of the game was developed featuring two interconnected games on a single platform, which was tested at the University of Miskolc. Based on a survey of 106 first-year students, we get a predominantly positive reception. The average scores for engagement and motivation were approximately 4.2 out of 5, indicating strong positive feedback.