Abstract— In order to make sure that the

Abstract— This survey is based on how to make utilize the social media into a
Game-based learning and with the help of various applications instead of
affecting students by using social media discussed related based on the active
learning, with the main purpose of triggering learners’ motives instead of
instructing the courses. Thus, increasing learning motive by game-based learning
becomes a typical tutorial strategy to boost learning actions. However, it’s challenging
to design fascinating games combined with courses. However, in the past
game-based learning, students were gathered in regular places for several times
of 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 of
social media. Questionnaire survey is conducted to seek out if the design of
non-single user game is attractive for students to participate in game-based
learning. In order to make sure that the questionnaires can be the criteria to
analyse students intention to play games, by statistical program of social
science; this study validates reliability and validity of items of
questionnaire to effectively control the effect of online community games on
students learning intention.

 

Keywords—Social Network game, game-based Learning

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1.    Introduction

 

Game-based learning has been proven to be a kind of learning method that
allows students to organize knowledge through the game content in the game
process and in turn elevate learning motivation 1.

 

 

 

Compared to traditional education in which students
passively receive knowledge. Game -based learning allows students to actively
participate in game activities 2, which not only strengthens but also
maintains student learning motivation, making them willing to spend time on
learning 3. However, in view of the fact that it is not easy to design a
system that combines game elements and course content, Echeverria proposed the
design method for course knowledge systems, combining game elements and course
knowledge. The fictional story of the story or the interaction with fictional
characters corresponds to suitable course content, in turn combining the course
and the game 4. However, since traditional game-based learning tends to cause
temporal and spatial constraints for students, in order to break through these
constraints, so that students can conduct gamebased learning at any time and
place, this study uses Aki Järvinen’s theory of social network game design
elements as the basis to create the game in Facebook 5. Other than using the
2006 feature of Facebook that permits third party development of apps, at the
same time the development of social network games is relatively simpler than
traditional video games, as well as faster and cheaper. Facebook provides a
platform for students to learn as they socialize, and this is used to explore
the activity process of students in social network games, further using
questionnaires to explore whether the design of social network games can
attract students to conduct game-based learning. In order to understand the
gaming intentions of students, this study also uses SPSS to conduct reliability
and validity testing on questionnaire questions, in hopes of

understanding how social network games
affect the learning

        2.   Methodology Used

 

 

 

COMPUTER

LEARNING

 

 

ONLINE

LEARNING

 

 

E-

LEARNING

 

 

 

 

DISTANCE

LEARNING

 

 

 

 

 

Fig 1. Different ideas to utilize social networks

 

2.1 Social Media Usage Agreement
Social Media Terms and Conditions

•   
Students are expected to act
safely by keeping personal information out of their posts.

 

•    
Students agree to not use their
family name, password, school name and location, or the other data that would
change somebody to find and get in touch with them.

 

•   
Students are to use social media
as 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.     
Research
Study- A survey

 

3.1.       
Abstract-Social LearningNetwork (SLN)

 

In this paper, Abstract-Social Learning Network
(SLN) type of social network

 

implemented among students, instructors, and
modules of learning. It consists of the dynamics of learning behaviour over a
variety of graphs representing the relationships among the individuals and
processes involved in learning. Recent innovations in online education, together
with open online courses at numerous scales, in flipped classroom instruction,
and in professional and corporate training have conferred attention
grabbing questions about SLN. Collecting, analyzing, and leveraging data about SLN causes potential answers to these queries, with
facilitate from a convergence of modelling languages and style ways, like social network theory,
science of learning, and education information technology. This survey article
overviews a number of these topics, together with prediction, recommendation,
and personalization, in this emergent research area.

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