Conception and Realisation of Mobile Serious Games for learning support in biochemistry with the Android operating system

Degenhard, Annalisa (2019) Conception and Realisation of Mobile Serious Games for learning support in biochemistry with the Android operating system. Bachelor thesis, Ulm University.

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Abstract

Productive learning is a difficult task as there are numerous factors, which can lead to a lack of efficiency or effectiveness. A not uncommon problem is to learn the wrong learning content. This effects not only a massive lack in effectiveness, but also causes
frustration of the learner. The students of biochemistry at the university of Ulm have struggled increasingly with this problem. Their studies include three main exams, where each of them tests a certain part of a set of above five thousand questions. But the identification of the right set causes uncertainties. As a result, students have increasingly learned the whole set of questions to ensure having learned all relevant content. This bachelor thesis has the goal to develop an android application which helps the students to learn the right questions, by providing only the relevant ones for the pending exam. Furthermore, the students shall be motivated through gamification elements as achievements and experience points in combination with reminders, to learn in a more constant manner. To achieve this goal, necessary question filters have been used, to fix the issue of selecting the right questions. The usage of four different test types allow the user to create individual tests which supports targeted learning and, therefore the creation of the best possible substitute for other learning methods. In addition to this, the integration of questions about basic knowledge has been implemented, to support a deeper understanding of the content. Progress overviews and experience points, have been chosen to achieve the goal of enabling the user to track his progress of preparation at any time. This allows a more anticipatory learning manner. Training goals in combination with rewards for keeping on track and reminders are used to ensure constant practicing. The integration of achievements complete the range of gamification motivators by adding additional incentives to learn. In case of success, this project will increase both, effectiveness and efficacy of the preparation for the exams and therefore enhance their
results.

Item Type: Thesis (Bachelor)
Subjects: DBIS Research > Master and Phd-Thesis
Divisions: Faculty of Engineering, Electronics and Computer Science > Institute of Databases and Informations Systems > DBIS Research and Teaching > DBIS Research > Master and Phd-Thesis
Depositing User: Ruediger Pryss
Date Deposited: 19 Feb 2020 19:23
Last Modified: 19 Feb 2020 19:23
URI: http://dbis.eprints.uni-ulm.de/id/eprint/1856

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