• Designing an Educational Game Application for Learning Receptive Fingerspelling

      Bustos-Estefan, Jorge; Kahn, Russell; Thesis Adviser; Yucel, Ibrahim; Second Reader (SUNY Polytechnic Institute, 2019-05)
      The goal of this project is to design an educational game application to learn receptive fingerspelling. The design product is presented as a series of screenshots and diagrams in these pages and also as an online interactive prototype through which the user interface (UI) and user experience (UX) are demonstrated. Current research in the field of game design recommends using game design frameworks to help designers in their undertaking as well as to facilitate discussion of game design among designers, researchers, critics, and players. The MDA framework (aka mechanics, dynamics, and aesthetics) was applied when designing this app. Instructional design concepts were examined and evaluated on how to foster the pedagogy of the educational game. Active learning, tangential learning, and a range of cognitive learning principles were integrated into the design. Universal principles of design were also implemented. The result is the design of an app containing a section involving gameplay as well as two sections that do not involve gameplay, one for learning the manual alphabet and one for practice drills.
    • The Motivational Effects of Using a Computer-Based Tutorial vs. a Traditional Instruction Method for Learning How to Use an Elementary Level Mathematics Game

      Roth, Christopher (2012-05-01)
      The purpose of this project was to develop and evaluate a computer-based tutorial to educate students on how to use an elementary level mathematics game. The emphasis of the tool was based on the cognitive learning principle of motivation, as described in Malone's motivation theory. The research explored the motivational effects of using the tutorial versus a traditional learning method, advantages and disadvantages to teachers and students, and improvements that could enhance the learning process. This qualitative case study employed post-testing, interviews, and referenced literary resources to collect and analyze data. Tutorial users scored ten percent higher on the post-test than the instruction sheet users. Advantages of the tutorial included user control, visual references, and assistance for learning disabilities. Disadvantages included loss of human interaction and the preparation and development process. Character development (fantasy), increased audio/video combinations, and more challenging elements were cited as areas for increasing motivation.