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Using Curiosity Model to Characterize Edutainment based on Learners Growth Rate
Sakshi Agarwal(a*), Mohd Nor Akmal Khalid(a*), and Hiroyuki Iida(a*)

a) Japan Advanced Institute of Science and Technology, Nomi, 923-1211 Ishikawa, Japan

*{s1710402,akmal,iida}[at]jaist.ac.jp


Abstract

In recent years, there has been a growing interest in learning through games. However, learning through games has never been measured; thus, failed to attract many investors in this field. As such, the goal of this paper is to identify the concept of progress curves in edutainment games using the proposed Curiosity Model or momentum-in-mind. The importance of curiosity during the progress of the game is discussed. Further, it explores the possible interpreting the physics in the real world to physics that goes in the mind during the game-play. The approach was then applied to SameGame (entertainment game) and Memrise (edutainment game) to identify the differences between the two categories of single player game. The results indicate that the curve of momentum is built up differently in edutainment games and entertainment games. Therefore, the approach used in this paper can help developers and educators increase the effectiveness of edutainment games.

Keywords: Curiosity Model, Edutainment, Entertainment, Game-Based Learning, Momentum in Mind, Memrise, SameGame

Topic: Informatic and Information System

Link: https://ifory.id/abstract/cNQ8Dxtz79yB

Conference: 2nd International Conference on Informatics, Engineering, Science and Technology (INCITEST 2019)

Plain Format | Corresponding Author (Mohd Nor Akmal Khalid)

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