Abstract— combines game elements and course content,

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 common instructional strategy to enhance learning
achievement. However, it is not easy to design interesting 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
limited by time and space. 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 find 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 investigate 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 game based 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 not to use their
family name, password, school name and location, or any other information that
could enable someone to locate and contact them.

 

•   
Students are to use social media
as an academic resource only and therefore behave as in the classroom.

 

•  Students should not respond to comments that make them uncomfortable.
Instead, they should report these comments to the instructor immediately.

3.     
Research
Study- A survey

 

3.1.       
Abstract-Social Learning Network (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 people and processes
involved in learning. Recent innovations in online education, including open
online courses at various scales, in flipped

 

classroom instruction, and in professional and
corporate training have presented interesting questions about SLN. Collecting,
analyzing, and leveraging data about SLN lead to potential answers to these questions,
with help from a convergence of modelling languages and design methods, such as
social network theory, science of learning, and education information
technology. This survey article overviews some of these topics, including
prediction, recommendation, and personalization, in this emergent research
area.