Evaluation of Interventions in Blended Learning Using a Communication Skills Serious Game
Publication date
2019
Editors
Liapis, Antonios
Yannakakis, Georgios N.
Gentile, Manuel
Ninaus, Manuel
Advisors
Supervisors
Document Type
Part of book
Metadata
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License
taverne
Abstract
Serious games often employ a scripted dialogue for player interaction with a virtual character. In our serious game Communicate, a domain expert develops a structured, scripted scenario as a sequence of potential interactions in an authoring tool. A player is often a student learning communication skills and a virtual character represents a person that a student talks to. In the original version of Communicate, a player `converses' with a virtual character by clicking on one of the multiple statement options. Since 2018, we perform blended learning sessions for final year computer science students using Communicate. Our goal is to improve these sessions and in this paper, we apply the action research method over three semesters to iteratively improve these blended learning sessions. In the first semester, our baseline, we conduct sessions where students play a scenario in multiple choice format. In the second semester, we enhance Communicate by enabling a student to enter open text input in an improved scenario. In the third semester, we enhance a session by incorporating peer teaching. Students fill in an evaluation survey after a session and we compare the evaluation of students from the three semesters. Results show that student ratings are significantly higher in sessions incorporating peer teaching compared to the baseline.
Keywords
Taverne
Citation
Lala, R, Corbalan, G & Jeuring, J 2019, Evaluation of Interventions in Blended Learning Using a Communication Skills Serious Game. in A Liapis, G N Yannakakis, M Gentile & M Ninaus (eds), Games and Learning Alliance. Lecture Notes in Computer Science, vol. 11899, Springer, Cham, pp. 322-331. https://doi.org/10.1007/978-3-030-34350-7_31