Advertisement

Pump It up! – Conception of a Serious Game Applying in Computer Science

  • Daniela JanßenEmail author
  • Christian Tummel
  • Anja Richert
  • Daniel Schilberg
  • Sabina Jeschke
Conference paper
Part of the Communications in Computer and Information Science book series (CCIS, volume 529)

Abstract

Student attrition in mechanical engineering at German universities currently lies at about 40 %. A lacking sense of practical relevance for a future career are often named as reasons to quit studies. Over the past decade online games have become very popular for educational purposes. The approach of game-based learning, however, has proven to be suitable to motivate students. At RWTH Aachen University engineering students are imparted the relevance of computer science for their field through an e-learning environment including the online game Pump it up! The paper describes the conception and game design of the game including didactical and technical requirements related to it.

Keywords

Serious games Game-based learning Virtual worlds Higher education Computer sciences 

References

  1. 1.
    Prensky, M.: Digital Game-Based Learning. Paragon House, Minneapolis (2007)Google Scholar
  2. 2.
    Mayer, I., Warmelink, H., Bekebrede, G.: Learning in a game-based virtual environment: a comparative evaluation in higher education. Eur. J. Eng. Educ. 38(1), 85–106 (2013)CrossRefGoogle Scholar
  3. 3.
    Derboven, W., Winker, G.: Ingenieurwissenschaftliche Studiengänge attraktiver gestalten. Vorschläge für Hochschulen. Springer, Heidelberg (2009)Google Scholar
  4. 4.
    Bundesverband Informationswirtschaft, Telekommunikation und neue Medien e.V. http://www.bitkom.org/de/themen/54906_68946.aspx
  5. 5.
    Oblinger, D.: The next generation of educational engagement. J. Interact. Media Educ. 8, 1–18 (2004)Google Scholar
  6. 6.
    Kapp, K.M.: The Gamification of Learning and Instruction. Pfeiffer, San Francisco (2012)Google Scholar
  7. 7.
    Wilson, K.A., Bedwell, W.L., Lazzara, E.H., Salas, E., Burke, C.S., Estock, J.L., Orvis, K.L., Conkey, C.: Relationships between game attributes and learning outcomes: review and research proposals. Simul. Gaming Publ. 40(2), 217–266 (2009)CrossRefGoogle Scholar
  8. 8.
    McFarlane, A., Sparrowhawk, A., Heald, Y.: Report on the educational use of games: an exploration by TEEM of the contribution which games can make to the education process (2002). https://pantherfile.uwm.edu/tjoosten/LTC/Gaming/teem_gamesined_full.pdf
  9. 9.
    Van Eck, R.: Digital game-based learning. it’s not just the digital natives who are restless. Educause Rev. 41(2), 17–30 (2006)Google Scholar
  10. 10.
    Pivec, M.: Editorial: play and learn: potentials of game-based learning. Br. J. Educ. Technol. 38(3), 387–393 (2007)CrossRefGoogle Scholar
  11. 11.
    Papastergious, M.: Digital game-based learning in high school computer science education: impact on educational effectiveness and student motivation. Comput. Educ. 52(1), 1–12 (2009)CrossRefGoogle Scholar
  12. 12.
    Ke, F.: A case study of computer gaming for math: engaged learning for gameplay? Comput. Educ. 51(4), 1609–1620 (2008)CrossRefGoogle Scholar
  13. 13.
    Gunter, G.A., Kenny, R.F., Vick, E.H.: Taking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games. Educ. Tech. Res. Dev. 56(5–6), 511–537 (2008)CrossRefGoogle Scholar
  14. 14.
    Tsai, F.H., Yu, K.C., Hsiao, H.S.: Exploring the factors influencing learning effectiveness in digital-game-based learning. Educ. Technol. Soc. 15(3), 240–250 (2012)Google Scholar
  15. 15.
    De Gloria, A., Belloti, F., Berta, R., Lavagnino, E.: Serious games for education and training. Int. J. Serious Games 1(1) (2014). http://dx.doi.org/10.17083/ijsg.v1i1.11
  16. 16.
    Pivec, M., Moretti, M. (eds.): Game-Based Learning: Discover the Pleasure of Learning. Pabst Science Publishers, Lengerich (2008)Google Scholar
  17. 17.
    Brandstätter, V., Schüler, J., Puca, R.M., Lozo, L.: Motivation und Emotion. Springer, Heidelberg (2013)CrossRefGoogle Scholar
  18. 18.
    Csikszentmihalyi, M.: Finding Flow. The Psychology of Engagement with Everyday Life. Basic Books, New York (1997)Google Scholar
  19. 19.
    Weibel, D., Wissmath, B.: Immersion in computer games: the role of spatial presence and flow. Int. J. Comput. Games Technol. 2011, 1–14 (2011)CrossRefGoogle Scholar
  20. 20.
    Garris, R., Ahlers, R., Diskrell, J.E.: Games. Motiv. Learn. Res. Pract. Model Simul. Gaming 33(4), 441–467 (2009)Google Scholar
  21. 21.
    Adler, F.: Computerspiele als Lernmedium und ihr Einsatz in den Ingenieurwissenschaften. Erarbeitung eines Analyse- und Entwicklungsmodells (2008). http://opus.bibliothek.uni-augsburg.de/opus4/frontdoor/deliver/index/docId/1288/file/Dissertation_Adler_Frederic_2008.pdf
  22. 22.
    Ewert, D., Schuster, K., Johansson, D., Schilberg, D., Jeschke, S.: Intensifying learner’s experience by incorporating the virtual theatre into engineering education. In: Proceedings of the 2013 IEEE Global Engineering Education Conference, EDUCON (2013)Google Scholar
  23. 23.
    Hoffmann, M., Schuster, K., Schilberg, D., Jeschke, S.: Bridging the gap between students and laboratory experiments. In: Shumaker, R., Lackey, S. (eds.) VAMR 2014, Part II. LNCS, vol. 8526, pp. 39–50. Springer, Heidelberg (2014)Google Scholar

Copyright information

© Springer International Publishing Switzerland 2015

Authors and Affiliations

  • Daniela Janßen
    • 1
    Email author
  • Christian Tummel
    • 1
  • Anja Richert
    • 1
  • Daniel Schilberg
    • 2
  • Sabina Jeschke
    • 1
  1. 1.IMA/ZLW & IfURWTH Aachen UniversityAachenGermany
  2. 2.Institute of Robotics and MechatronicsUniversity of Applied Sciences BochumBochumGermany

Personalised recommendations