Effectiveness of Social Media Communication in Game Development Study using Team-based Learning

Akiko Teranishi, Minoru Nakayama, Theodor Wyeld, Mohamad Eid

    Research output: Contribution to conferencePaperpeer-review

    3 Citations (Scopus)

    Abstract

    Team-based learning helps students understand methods of usability enhancement by discussing problems and improvements during product development. In this paper, we examine the types of discussions and communication among the teams and their members that were most important for progressively better results in terms of learning reflection. In this study, three teams from two different countries are compared: 1. Arabic team (consisted of 3 Arab students); 2. Japanese team (consisted of 4 Japanese students); and, 3. International team (consisted of 3 Japanese students and 2 Arab students). All the students were between 18 and 24 years old. Each team started with the same level of a basic HTML and javascript browser game, and this was provided by the experimenter. Teams were required to develop the game with user testing between versions. The game was developed using an online game editor provided by the experimenters. Code changes and updates were based on user testing by the other teams. The study lasted 3 weeks, with 3 development cycles. At the end of the study, the participants provided their social media communications, including Skype messenger, Facebook messenger, and other instant messaging applications. Based on their communications, we examined the relationships between team activities and their learning experiences with the project overall. The discussions and communications via social media of each group were categorized as: Proposal, Permission, Encouragement, and Acknowledgment using protocol analysis. The analysed results indicate that the learning satisfaction is influenced by what was communicated. In addition, we concluded that Proposal was the most effective type of communication among teams in terms of the learning reflection, especially for satisfaction and achievement. This paper reports on our findings and implications for team-based learning using online media.

    Original languageEnglish
    Pages289-296
    Number of pages8
    Publication statusPublished - 2017
    Event4th European Conference on Social Media - Mykolas Romeris University, Vilnius, Lithuania
    Duration: 3 Jul 20174 Jul 2017
    Conference number: 4th

    Conference

    Conference4th European Conference on Social Media
    Abbreviated titleECSM 2017
    Country/TerritoryLithuania
    CityVilnius
    Period3/07/174/07/17
    OtherECSM is a recognised event on the international research conferences calendar and provides a valuable platform for individuals to present their research findings, display their work in progress and discuss conceptual and empirical advances in the areas of social media. It provides an important opportunity for researchers and practitioners to come together to share their experiences of researching in this varied and expanding field. The conference this year will be opened with a keynote presentation Dr. Edgaras Leichteris, who will address the topic Society in the cloud - what is the future of digitalization? The second day of the conference will be opened by Daiva Lialyte who will be talking about Practical point of view: push or pull strategy works on social media?

    Keywords

    • Human-Computer Interaction
    • Learning reflection
    • Social Media Interaction
    • Team-Based Learning
    • Usability

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