Game Enhanced Lectures: An Implementation and Analysis of a Lecture Game
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Educational games have recently caught the attention of educational organizations witnessing newfound potential that is not achievable through traditional lectures. By reviewing findings from authoritative theory, we present the conception and implementation of a prototype educational game for lecture enhancement. The concept is based on the idea of playing a game during lectures, with students answering multiple choice questions using their own mobile phones and receiving instant feedback by watching a large screen displaying animated graphics. It is shown how such a concept is made readily available for students and schools by using regular mobile phones and computers they already possess. We describe an example implementation, along with pedagogical guidelines for usage, and the analysis of how the prototype was received in an authentic setting. Students generally found the prototype easy to use and thought it contributed to increased learning outcome. The prototype was perceived as entertaining, and half the students claimed they would attend more lectures if such a system was being used. In spite of this, 10% of the students felt reluctant to pay for the GPRS/3G data transmission fees resulting from playing the game.