Abstract

With 263 million children and youth out of school, there is a need for a highly scalable way to provide quality education to the underprivileged. Solve Education!(SE!)’s solution is combining an addictive game with the “Learning-by-Doing” Principle. Leveraging artificial intelligence and big data analysis, SE! explores the possibility of combining multi-user online strategy games with casual puzzle games to increase user retention rates, and in the process educating the users effectively over a longer period of time. Game mechanics are used to increase user retention by boosting motivation, while big data analysis allows SE! to understand the users’ in-game behavior and how they learn best. Artificial intelligence helps to deliver the right content to the user at the right time, optimizing the learning process, and enabling in-game adaption to the users’ learning needs

Highlights

  • Research in education games is gaining more traction with the rapid increase of mobile phone penetration, mainly driven by the decrease in mobile phone pricing

  • Digital games become more widely regarded as high potential educational tools [1]

  • Kirriemuir and McFarlane (2004) explained that digital games employed in education can be broadly divided into two subcategories: 1) mainstream games, i.e. games that are created solely for fun and 2) education games, i.e. games that are designed with explicit education purposes [2]

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Summary

INTRODUCTION

Research in education games is gaining more traction with the rapid increase of mobile phone penetration, mainly driven by the decrease in mobile phone pricing. Social media and messaging apps are still topping the charts in terms of download rates and user retention rates. The most popular games – those that are able to retain the users for the longest period of time – tend to fall either under the genre of multi-user online strategy games (for example, Clash of Clans) or casual puzzle games (for example, Candy Crush). [3] While there are quite a number of education games that belong to the casual puzzle game genre, there are few multi-user online strategy education games. (SE!) explores the possibility of combining multi-user online strategy games with casual puzzle games to increase user retention rates, and as a result potentially becoming able to educate users over a longer period of time.

REFERENCE FRAMEWORKS FOR GAME DESIGN
Progression Game Mechanics
Feedback Game Mechanics
Behavior Game Mechanics
MOTIVATION AND GAME MECHANICS
Students
Teachers
Content
Method and Process
Environment
BIG DATA ANALYSIS
CONCLUSION AND FUTURE WORK
Full Text
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