Abstract— In order to make sure that the

Abstract— This survey is based on how to make utilize the social media into aGame-based learning and with the help of various applications instead ofaffecting students by using social media discussed related based on the activelearning, with the main purpose of triggering learners’ motives instead ofinstructing the courses. Thus, increasing learning motive by game-based learningbecomes a typical tutorial strategy to boost learning actions. However, it’s challengingto design fascinating games combined with courses. However, in the pastgame-based learning, students were gathered in regular places for several timesof game-based learning. Students learning was restricted by time and area.Therefore, for students’ game-based learning at any time and in any places,based on theories of design elements of online community game with the help ofsocial media. Questionnaire survey is conducted to seek out if the design ofnon-single user game is attractive for students to participate in game-basedlearning.

In order to make sure that the questionnaires can be the criteria toanalyse students intention to play games, by statistical program of socialscience; this study validates reliability and validity of items ofquestionnaire to effectively control the effect of online community games onstudents learning intention. Keywords—Social Network game, game-based Learning 1.    Introduction Game-based learning has been proven to be a kind of learning method thatallows students to organize knowledge through the game content in the gameprocess and in turn elevate learning motivation 1.   Compared to traditional education in which studentspassively receive knowledge. Game -based learning allows students to activelyparticipate in game activities 2, which not only strengthens but alsomaintains student learning motivation, making them willing to spend time onlearning 3. However, in view of the fact that it is not easy to design asystem that combines game elements and course content, Echeverria proposed thedesign method for course knowledge systems, combining game elements and courseknowledge. The fictional story of the story or the interaction with fictionalcharacters corresponds to suitable course content, in turn combining the courseand the game 4. However, since traditional game-based learning tends to causetemporal and spatial constraints for students, in order to break through theseconstraints, so that students can conduct gamebased learning at any time andplace, this study uses Aki Järvinen’s theory of social network game designelements as the basis to create the game in Facebook 5.

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Other than using the2006 feature of Facebook that permits third party development of apps, at thesame time the development of social network games is relatively simpler thantraditional video games, as well as faster and cheaper. Facebook provides aplatform for students to learn as they socialize, and this is used to explorethe activity process of students in social network games, further usingquestionnaires to explore whether the design of social network games canattract students to conduct game-based learning. In order to understand thegaming intentions of students, this study also uses SPSS to conduct reliabilityand validity testing on questionnaire questions, in hopes ofunderstanding how social network gamesaffect the learning        2.   Methodology Used   COMPUTERLEARNING  ONLINELEARNING  E-LEARNING    DISTANCELEARNING     Fig 1. Different ideas to utilize social networks 2.1 Social Media Usage AgreementSocial Media Terms and Conditions•   Students are expected to actsafely by keeping personal information out of their posts. •    Students agree to not use theirfamily name, password, school name and location, or the other data that wouldchange somebody to find and get in touch with them. •   Students are to use social mediaas an academic resource only and therefore behave as in the classroom.

 •  Students shouldn’t reply to comments that make them uncomfortable.Instead, they ought to report these comments to the trainer immediately.3.     ResearchStudy- A survey 3.1.       Abstract-Social LearningNetwork (SLN) In this paper, Abstract-Social Learning Network(SLN) type of social network implemented among students, instructors, andmodules of learning. It consists of the dynamics of learning behaviour over avariety of graphs representing the relationships among the individuals andprocesses involved in learning. Recent innovations in online education, togetherwith open online courses at numerous scales, in flipped classroom instruction,and in professional and corporate training have conferred attentiongrabbing questions about SLN.

Collecting, analyzing, and leveraging data about SLN causes potential answers to these queries, withfacilitate from a convergence of modelling languages and style ways, like social network theory,science of learning, and education information technology. This survey articleoverviews a number of these topics, together with prediction, recommendation,and personalization, in this emergent research area.