Proceedings of the 1st International Conference on Informatics, Engineering, Science and Technology, INCITEST 2019, 18 July 2019, Bandung, Indonesia

Research Article

Using Curiosity Model to Characterize Edutainment Based on Learner’s Growth Rate

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  • @INPROCEEDINGS{10.4108/eai.18-7-2019.2287827,
        author={Sakshi  Agarwal and Mohd Nor Akmal Khalid and Hiroyuki  Iida},
        title={Using Curiosity Model to Characterize Edutainment Based on Learner’s Growth Rate},
        proceedings={Proceedings of the 1st International Conference on Informatics, Engineering, Science and Technology, INCITEST 2019, 18 July 2019, Bandung, Indonesia},
        publisher={EAI},
        proceedings_a={INCITEST},
        year={2019},
        month={10},
        keywords={curiosity model edutainment entertainment gamebased learning momentum in mind memrise samegame},
        doi={10.4108/eai.18-7-2019.2287827}
    }
    
  • Sakshi Agarwal
    Mohd Nor Akmal Khalid
    Hiroyuki Iida
    Year: 2019
    Using Curiosity Model to Characterize Edutainment Based on Learner’s Growth Rate
    INCITEST
    EAI
    DOI: 10.4108/eai.18-7-2019.2287827
Sakshi Agarwal1,*, Mohd Nor Akmal Khalid1, Hiroyuki Iida1
  • 1: Japan Advanced Institute of Science and Technology, Japan
*Contact email: s1710402@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 momentumin-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.