Skip to main content

ALF - A Framework for Evaluating Accelerated Learning and Cognitive Skills Development in Industry Through Games

  • Conference paper
  • First Online:

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 11385))

Abstract

Games have long been considered as a means to support effective learning, motivate learners and accelerate their learning. Several successful studies using game-based learning are reported in the literature. However, there appears to be a research gap on systematically evaluating accelerated learning in game environments. The main research question we address in this paper is how can we evaluate accelerated learning in game-based learning environments? The main contribution of this paper will be a framework for evaluating accelerated learning in games (ALF). We will illustrate the use of this framework by describing studies conducted in the Norwegian industrial project ALTT (Accelerate Learning Through Technology), aimed at capacity building in the aluminium industry, where we have co-designed a game for accelerating learning about the electrolysis process for extracting aluminium and heat balance in the aluminium production cells.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

References

  1. Morgan, J., Why the Millions We Spend on Employee Engagement Buy Us So Little. Harvard Business Review (2017)

    Google Scholar 

  2. De Freitas, S., Oliver, M.: How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? Comput. Educ. 46, 249–264 (2006)

    Article  Google Scholar 

  3. Oliveira, M., Andersen, B., Torvatn, H.: Rapid competence development. In: Wild, F., Lefrere, P., Scott, P. (eds.) Advances in Technology Enhanced Learning. Open University Press, New York (2013)

    Google Scholar 

  4. Mayer, I., et al.: The research and evaluation of serious games: toward a comprehensive methodology. Br. J. Educ. Technol. 45(3), 502–527 (2014)

    Article  Google Scholar 

  5. Andrews, D.H., Fitzgerald, P.C.: Accelerating Learning of Competence and Increasing Long-term Learning Retention. U.S. Air Force Research Laboratory, Warfighter Readiness Research Division: Arizona (2010)

    Google Scholar 

  6. Meier, D.: The Accelerated Learning Handbook: A Creative Guide to Designing and Delivering Faster, More Effective Training Programs. McGraw-Hill Education - Europe, New York (2000)

    Google Scholar 

  7. Sottilare, R., Goldberg, B.: Designing adaptive computer-based tutoring systems to accelerate learning and facilitate retention. Cognitive Technology 17(1), 19–33 (2012)

    Google Scholar 

  8. Serdyukov, P.: Accelerated learning: what is it? J. Res. Innov. Teach. 1(1), 35–59 (2008)

    Google Scholar 

  9. Imel, S.: Accelerated learning in adult education and training and development. In: Trends and Issues Alert. Clearinghouse on Adult, Career, and Vocational Education (2002)

    Google Scholar 

  10. The guiding principles of accelerated learning. 2016 [cited 2018 8 May]. https://www.hma.co.nz/wp-content/uploads/2016/01/The-guiding-principles-of-accelerated-learning.pdf

  11. De Freitas, S., et al.: Learning as immersive experiences: using the four-dimensional framework for designing and evaluating immersive learning experiences in a virtual world. Br. J. Educ. Technol. 41(1), 69–85 (2010)

    Article  Google Scholar 

  12. Bloom, B.S.: Taxonomy of Educational Objectives, Handbook I: The Cognitive Domain. David McKay Co Inc., New York (1956)

    Google Scholar 

  13. Bamidis, Panagiotis D.: Affective learning: principles, technologies, practice. In: Frasson, C., Kostopoulos, G. (eds.) Brain Function Assessment in Learning. LNCS (LNAI), vol. 10512, pp. 1–13. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-67615-9_1

    Chapter  Google Scholar 

  14. Picard, R.W., et al.: Affective learning—a manifesto. BT Technol. J. 22(4), 253–269 (2004)

    Article  Google Scholar 

  15. Vygotsky, L.S.: Mind in Society The Development of Higher Psychological Processes. Harvard University Press, Cambridge (1978)

    Google Scholar 

  16. Gee, J.P.: Good Video Games + Good Learning. Peter Lang, New York (2008)

    Google Scholar 

  17. Griffiths, T., Guile, D.: Pedagogy in work-based contexts. In: Mortimore, P. (ed.) Understanding Pedagogy and its Impact on Learning. Paul Chapman Publishing, London (1999)

    Google Scholar 

  18. Kolb, A.Y., Kolb, D.A.: The learning way: meta-cognitive aspects of experiential learning. Simul. Gaming Interdisc. J. 40(3), 297–327 (2009)

    Article  Google Scholar 

  19. Gardner, H.: Frames of Mind: Theory of Multiple Intelligences. Basic Books, New York (1983)

    Google Scholar 

  20. Csikszentmihalyi, M.: Flow: The Psychology of Optimal Experience. Harper, New York (1990)

    Google Scholar 

  21. Gardner, R.C., Smythe, P.C.: On the development of the attitude/motivation test battery. Can. Mod. Lang. Rev. 37, 510–525 (1981)

    Article  Google Scholar 

  22. Lave, J., Wenger, E.: Situated Learning: Legitimate Peripheral Participation. Cambridge University Press, Cambridge (1991)

    Book  Google Scholar 

  23. Luckin, R.: Learning, Context and the Role of Technology. Institute of Education, University of London, London (2009)

    Google Scholar 

  24. Kolb, D.A.: Experiential Learning: Experience as a Source of Learning and Development. Prentice Hall, New Jersey (1984)

    Google Scholar 

  25. Militello, L.G., et al.: Applied Cognitive Task Analysis (ACTA) Methodology. Navy Personnel Research and Development Centre, San Dego (1997)

    Book  Google Scholar 

  26. Petersen, S.A., Oliveira, M.: The use of reflection continuum model to support digital game-based learning for the development of cognitive skills. In: 11th European Conference on Game-Based Learning (ECGBL 2017). 2017: Graz, Austria

    Google Scholar 

Download references

Acknowledgements

The authors would like to thank the Norwegian Research Council and the project participants from Hydro, Attensi, Cybernetica and SINTEF.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Sobah Abbas Petersen .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Petersen, S.A., Oliveira, M., Hestetun, K., Sørensen, A.Ø. (2019). ALF - A Framework for Evaluating Accelerated Learning and Cognitive Skills Development in Industry Through Games. In: Gentile, M., Allegra, M., Söbke, H. (eds) Games and Learning Alliance. GALA 2018. Lecture Notes in Computer Science(), vol 11385. Springer, Cham. https://doi.org/10.1007/978-3-030-11548-7_3

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-11548-7_3

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-11547-0

  • Online ISBN: 978-3-030-11548-7

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics