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Bazookas
Making creative games & apps, like a boss
Learning by playing
Stefan Colins  14 november 2013
In the past
: for leisure a
nd

pleasure

Computer games today have an important role
in the kids their lives

d value
vide adde
can pro
games
cational
that edu
shown
es have
esearch
R
ment
ngage
E
Fun
BAZOOKAS
Learning by playing, is this possible & efficient?
Is there any educational and pedagogical added value?

BAZOOKAS
Serious game
Ben de Bever  Christelijke Mutualiteit

research by
What? Raise the awareness of dental hygiene
via an educational platform.

BAZOOKAS
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?
bined ap
a com
ames in
egrate g
r to int
st orde
the be
What is
BAZOOKAS
1. what is the educational added 
value of games?

BAZOOKAS
Before, some research parameters:
 392 students.
 20 classes (3rd grade).
 52% boys, 48% girls.
 average age was 8 year.

BAZOOKAS
First outcome:
 credibility is important for knowledge transfer.
 certain level of identification with the game
character is important but the most important.

BAZOOKAS
Some interesting results

BAZOOKAS
 98% likes playing games and want to play again.
 86% thinks that the games arent hard to play.
 62% detect the educational nature of the game.
 15% computer educational purpose.

BAZOOKAS
What did we do to measure the results?

BAZOOKAS
 creation of traditional lesson book, fairy tail & games.
 all 3 contains the same 3 games.
 testing:
	
 	
 - level of difficulty.
	
	
 - comprehensibility.
	
	
 - duration.
BAZOOKAS
 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.
BAZOOKAS
So

BAZOOKAS
 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)

BAZOOKAS
Conclusion one

BAZOOKAS
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.
BAZOOKAS
2. how to integrate computer games 
in a most efficient way in the class?

BAZOOKAS
2 conditions to test in a living lab:
Condition 1:

Condition 2:
BAZOOKAS
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.
BAZOOKAS
Conclusions two

BAZOOKAS
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
BAZOOKAS
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.
BAZOOKAS
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.
BAZOOKAS
Show me the graphics!

BAZOOKAS
BAZOOKAS
BAZOOKAS
BAZOOKAS
BAZOOKAS
http://vimeo.com/60001454

BAZOOKAS
Questions? Remarks?

Stefan Colins / Bazookas.be
stefan@bazookas.be
@stefancolins & @bazookastudios
Christophe De Cock / Bazookas.be
Christophe@bazookas.be
@bazookastudios

BAZOOKAS
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Future classroom learning by playing

  • 1. Bazookas Making creative games & apps, like a boss
  • 2. Learning by playing Stefan Colins 14 november 2013
  • 3. In the past : for leisure a nd pleasure Computer games today have an important role in the kids their lives d value vide adde can pro games cational that edu shown es have esearch R ment ngage E Fun BAZOOKAS
  • 4. Learning by playing, is this possible & efficient? Is there any educational and pedagogical added value? BAZOOKAS
  • 5. Serious game Ben de Bever Christelijke Mutualiteit research by
  • 6. What? Raise the awareness of dental hygiene via an educational platform. BAZOOKAS
  • 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? bined ap a com ames in egrate g r to int st orde the be What is BAZOOKAS
  • 8. 1. what is the educational added value of games? BAZOOKAS
  • 9. Before, some research parameters: 392 students. 20 classes (3rd grade). 52% boys, 48% girls. average age was 8 year. BAZOOKAS
  • 10. First outcome: credibility is important for knowledge transfer. certain level of identification with the game character is important but the most important. BAZOOKAS
  • 12. 98% likes playing games and want to play again. 86% thinks that the games arent hard to play. 62% detect the educational nature of the game. 15% computer educational purpose. BAZOOKAS
  • 13. What did we do to measure the results? BAZOOKAS
  • 14. creation of traditional lesson book, fairy tail & games. all 3 contains the same 3 games. testing: - level of difficulty. - comprehensibility. - duration. BAZOOKAS
  • 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. BAZOOKAS
  • 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) BAZOOKAS
  • 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. BAZOOKAS
  • 20. 2. how to integrate computer games in a most efficient way in the class? BAZOOKAS
  • 21. 2 conditions to test in a living lab: Condition 1: Condition 2: BAZOOKAS
  • 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. BAZOOKAS
  • 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 BAZOOKAS
  • 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. BAZOOKAS
  • 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. BAZOOKAS
  • 27. Show me the graphics! BAZOOKAS
  • 33. Questions? Remarks? Stefan Colins / Bazookas.be stefan@bazookas.be @stefancolins & @bazookastudios Christophe De Cock / Bazookas.be Christophe@bazookas.be @bazookastudios BAZOOKAS