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Games for Learning [chapter]

Michaela Slussareff, Eelco Braad, Philip Wilkinson, Björn Strååt
2016 Lecture Notes in Computer Science  
We draw on recent metareviews to offer an exhaustive inventory of known learning and affective outcomes in serious games, and to discuss assessment methods valuable not only for research but also for efficient  ...  The implementation and design of serious games are outlined in separated sections.  ...  The endogenous or integrated approach to educational game design tries to reduce the discrepancy between design choice made from an educational perspective and those made from a motivational perspective  ... 
doi:10.1007/978-3-319-46152-6_9 fatcat:y6y5z7ku4bh7jdhb4oy7kfxgj4

Constructionist Gaming: Understanding the Benefits of Making Games for Learning

Yasmin B. Kafai, Quinn Burke
2015 Educational Psychologist  
In this article, we review and synthesize 55 studies from the last decade on making games and learning.  ...  We argue that future discussions of serious gaming ought to be more inclusive of constructionist approaches to realize the full potential of serious gaming.  ...  retention, ability to compare and contrast information resources, and better integration of digital resources (Owston et al., 2009 ).  ... 
doi:10.1080/00461520.2015.1124022 pmid:27019536 pmcid:PMC4784508 fatcat:hj2mz2hyvzgqjc5kcesfmyfj4a

Strategies for Endogenous Design of Educational Games

Sandeep Athavale, Girish Dalvi
2019 Conference of the Digital Games Research Association  
In endogenous design, the gameplay emerges from the content, thus seamlessly integrating the act of playing with learning.  ...  The identification of these design strategies is a significant step towards building a framework for endogenous design of educational games.  ...  In the space of integration methods, we find an inquiry based approach for connecting learning objectives to gameplay (Hall et al. 2014) .  ... 
dblp:conf/digra/AthavaleD19 fatcat:ibd3ohiu3vgqzjc26ojceirodu

Exertion Games

Florian Mueller, Rohit Ashok Khot, Kathrin Gerling, Regan Mandryk
2016 Foundations and Trends® in Human–Computer Interaction  
Florian 'Floyd' Mueller acknowledges the support from an Australian Research Council Fellowship DP110101304 and LP130100743.  ...  Acknowledgements We thank all our respective lab members who made this work happen as well as our supporters over the years that allowed us to develop the presented work and contributed towards our thinking  ...  Unlike prior approaches that distinguish sharply between different types of exertion games (such as Mears and Hansen [2009] Consequently, we do not provide a complete list of games nor is our approach  ... 
doi:10.1561/1100000041 fatcat:jyy6qmneejb2dj2kbu44g4k32q

Foundations of Game-Based Learning

Jan L. Plass, Bruce D. Homer, Charles K. Kinzer
2015 Educational Psychologist  
We conclude that a combination of cognitive, motivational, affective, and sociocultural perspectives is necessary for both game design and game research to fully capture what games have to offer for learning  ...  We then review design elements of games that facilitate learning by fostering learners' cognitive, behavioral, affective, and sociocultural engagement with the subject matter.  ...  These decisions were influenced by the authors' theoretical approach to the use of digital games for learning.  ... 
doi:10.1080/00461520.2015.1122533 fatcat:ppofd7a56bagxhyu4ntngnhi7y

Games, Pedagogy and Art Education

Christine Ballengee Morris
2016 Informática na educação: teoria & prática  
This article provides an introduction to earthworks, the approach to designing interactive curricula, including games and a pedagogy of educational games, which can virtually bring an important site such  ...  The Octagon Earthwork in Newark, Ohio was named one of the seventy wonders of the ancient world (SCARRE, 1999) , and yet this American Indian spiritual space is occupied by a private country club whose  ...  They suggest that game designers consider a player's cognitive load in relationship to their ability to experience empathy during game play; if the player lacks prior understanding of a particular situation  ... 
doi:10.22456/1982-1654.57830 fatcat:kt4ku3b3dbcq7cppajwttbxpyq

Design Principles and Ethical Issues of Gaming Instructional Materials: Unifying the Views of Educational Technology and Simulation and Gaming

Toshiki Matsuda
In order to achieve this goal, I think that the integration of the model of the target world and the model of the learning process is necessary.  ...  I also think that individualized learning is important, since the results of group learning may be greatly dependent on the combinatory qualifications and abilities of group members.  ...  Moreover, because gaming is a tool for data collection, an important aspect of game design involves the ability to log game play for debriefing.  ... 
doi:10.32165/jasag.22.special_16 fatcat:k3zoovyfarfhnbwdpceaxpkqfy

Disciplinary integration of digital games for science learning

Douglas B Clark, Pratim Sengupta, Corey E Brady, Mario M Martinez-Garza, Stephen S Killingsworth
2015 International Journal of STEM Education  
of digital games for science learning.  ...  Finally, we discuss the implications and generalizability of disciplinary integration across the design of digital games for science learning.  ...  We report how these theoretical frameworks have shaped the design of our digital games for learning Newtonian dynamics across an extended design experiment.  ... 
doi:10.1186/s40594-014-0014-4 fatcat:2mnfa5wdynei5cklorvwkypl6y

Reducing Bias Through Gaming

Karen Schrier
2018 G|A|M|E The Italian Journal of Game Studies  
Based on this, and the limited research on games, empathy, perspective-taking and bias reduction, I describe five possible strengths and four possible limitations of using games for these purposes.  ...  In this paper I contextualize biases toward people with special needs, and also investigate possible intervention to encourage bias reduction.  ...  Playing below the poverty line: Investigating an online game as a way to reduce prejudice toward the poor.  ... 
doaj:427decaf290142c4b3f05261375c70fc fatcat:mo2q3vp4zzf2fktrps53txmniy

iAbstract: Game-driven Keyword Auction and Summarization for Academic Reading

Hercy N. H. Cheng, Calvin C. Y. Liao, Wan-Chen Chang
2018 Educational Technology & Society  
Besides, the analysis of their prior summaries suggests that graduate students may lack the ability of structure analysis, idea integration and argumentation.  ...  The research purpose is to investigate how first-year graduate students react to such an educational game when they are required to summarize a section of a real journal paper.  ...  in the article Game scores Top 1-10 Games Research context: digital games, game-based learning 5 (environments) Digital Research context: digital games, digital game-based 5 learning Top 11-20 Learning  ... 
dblp:journals/ets/ChengLC18 fatcat:3yfuualahnhmhhrvy2455lr434

Mapping learning and game mechanics for serious games analysis

Sylvester Arnab, Theodore Lim, Maira B. Carvalho, Francesco Bellotti, Sara de Freitas, Sandy Louchart, Neil Suttie, Riccardo Berta, Alessandro De Gloria
2014 British Journal of Educational Technology  
His work is in the use of game-based techniques for learning and training.  ...  While there is a consensus on the instructional potential of Serious Games (SGs), there is still a lack of methodologies and tools not only for design but also to support analysis and assessment.  ...  ACKNOWLEDGEMENT This work has been co-funded by the EU under the FP7, in the Games and Learning Alliance (GALA) Network of Excellence, Grant Agreement nr. 258169.  ... 
doi:10.1111/bjet.12113 fatcat:5uoajqlwxnby5g7x5bsg4po7nm

Integrating serious content into serious games

William Ryan, Dennis Charsky
2013 International Conference on Foundations of Digital Games  
This paper reviews current approaches suggested in research on serious games, derives what that research means for studies of serious game practice, and describes a study of how learning content is transformed  ...  This paper finds practitioners have a learning objective focus to game design aiding their choices of the right mechanics and representation, balancing fun and education, and evaluating the game.  ...  The integration of serious content as a domain of research within serious games has been investigated as well [e.g., 7, 8, 19] , but it has been from an academic not practitioner perspective.  ... 
dblp:conf/fdg/RyanC13 fatcat:qzm2otjclvcjtmesbb6ued3sme

Investigating Epistemic Stances in Game Play with Data Mining

Mario M. Martinez-Garza, Douglas B. Clark
2017 International Journal of Gaming and Computer-Mediated Simulations  
The first goal is to investigate the basic claims of the proposed Two-System Framework for Game-Based Learning (or 2SM) (Martinez-Garza & Clark, 2016) that may serve as part of a general-use explanatory  ...  These techniques could also find general use, and this paper offers a demonstration of plausible methods and processes that are suited for game play data.  ...  RESEARCH QUESTIoNS The groundwork laid thus far has discussed the 2SM as a theoretical perspective for examining gameplay and discussed learning analytics as an approach for analyzing game play through  ... 
doi:10.4018/ijgcms.2017070101 fatcat:mmbcosid7bh7phxlx25osl7fda

Computational Thinking and Teacher Education: Can Digital Game Building Help?

Qing Li, Arkhadi Pustaka
2020 Athens Journal of Sciences  
Purpose: This study examines the potential of digital game based learning to enhance teachers' understanding of computational thinking (CT) skills grounded in enactivism -a relatively new theoretical perspective  ...  Also, a few pedagogical perspectives have been fairly or extensively represented in teacher created games, indicating their deep understanding of and ability to apply these aspects.  ...  The course was an introduction to digital game based learning for teachers to explore theories, possibilities and considerations related to the design of instructional games, and the use of games for education  ... 
doi:10.30958/ajs.7-2-3 fatcat:s645cubspjbqlna2a4za5qhzvu

Situational Interest and Informational Text Comprehension: A Game-Based Learning Perspective [chapter]

Lucy R. Shores, John L. Nietfeld
2013 Lecture Notes in Computer Science  
of situational interest and comprehension for students in a paper-pencil, classroom-based version of the gaming environment as well as to students learning from a PowerPoint.  ...  interest as a metric for the evaluation for game-based learning environments.  ...  A total of 8 features were assessed for the digital game-based learning condition, 7 for the classroom game-based learning condition, and 4 for the PowerPoint condition.  ... 
doi:10.1007/978-3-642-39112-5_91 fatcat:6nsnwc4vqzeqpejlqmeo24mc7m
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