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Identifying Game Variables from Students' Surveys for Prototyping Games for Learning
2019
Zenodo
Third, for efficient GBL to bridge the gap between pedagogy and technology and in order to answer the research questions via technology (i.e. ...
Games-based learning (GBL) has become increasingly important in teaching and learning. ...
posed questions focused on games for the purpose of learning (i.e. preference for group play mode of GBL in relation to CSE). ...
doi:10.5281/zenodo.2702767
fatcat:ramjoodrp5cn5hqp3lwnoqulia
Games for organizational learning in production management
[chapter]
1998
Advances in Production Management Systems
Understanding dynamic and complex systems is very difficult, old methods and working habits have to be unlearned, a new kind of knowledge is required, and it is important to acquire proficiency in doing ...
Finally, the use of games will be tied to the concept of organizationalleaming. ...
Thus the games are one method to catalyze the crucial dialogue for learning between the individuals' proficiency and the organization's capability. ...
doi:10.1007/978-0-387-35304-3_29
fatcat:cfko6ytxc5edlovloofw4t5m6a
Human centered game design for bioinformatics and cyberinfrastructure learning
2013
Proceedings of the Conference on Extreme Science and Engineering Discovery Environment Gateway to Discovery - XSEDE '13
In this research we provide a human centered game design methodology for science educators and science game designers, as well as design implications for integrating game-based experiences into the use ...
Given that 97% of American teens play video games, there is a tremendous opportunity to facilitate interest in STEM topics through the design of engaging learning games. ...
ACKNOWLEDGMENTS We would like to acknowledge and thank the seven Seattle area high school students who have provided numerous insights as codesigners of the game. ...
doi:10.1145/2484762.2484833
dblp:conf/xsede/PerryACPC13
fatcat:d6ohefgnczby7evmcbcgqnoks4
Developing Online Collaborative Games for e-Learning Environments
[chapter]
2014
Lecture Notes in Computer Science
To this date there are two learning games implemented: a crossword puzzle and a collaborative jigsaw puzzle, the last one supporting multiplayer mode for up to 16 simultaneous players, being simple, fast ...
Our application proposal has the purpose of implementing an e-Learning platform for improving the teaching and learning process in somewhat abstract domains, such as computer architecture or object oriented ...
For example, the students could easily figure out the answers for the Crossword Puzzle if they are curious enough to seek through the page source code. ...
doi:10.1007/978-3-662-43454-3_23
fatcat:x7ajgdc7dnetlf46i276whxgta
Teachers' Views on the Approach of Digital Games-Based Learning within the Curriculum for Excellence
2012
International Journal of Games Based Learning
The findings from this research will make an important contribution to the empirical evidence of games-based learning particularly with regard to its application in primary school education. ...
This new curriculum promotes active learning, including use of digital games-based learning (DGBL) technology. ...
that have been used for teaching together with the related curriculum areas and student age range. ...
doi:10.4018/ijgbl.2012010103
fatcat:25erqc37bncxxhajr43povqqsm
Constructionist Gaming: Understanding the Benefits of Making Games for Learning
2015
Educational Psychologist
There has been considerable interest in examining the educational potential of playing video games. ...
In this article, we review and synthesize 55 studies from the last decade on making games and learning. ...
The writers of the report argued that "advocates for game-based learning tend to adopt one of two very different approaches to designing games for formal education" (p. 1). ...
doi:10.1080/00461520.2015.1124022
pmid:27019536
pmcid:PMC4784508
fatcat:hj2mz2hyvzgqjc5kcesfmyfj4a
Architectures for Developing Multiuser, Immersive Learning Scenarios
2012
Simulation & Gaming
Existing virtual worlds, game development platforms, and game engines only partly cater for the proliferation of such learning scenarios as they are often inadequately tuned for learning. ...
This study outlines a method for defining and setting up such architectures by using experts and existing literature. ...
As software engineers tend to overemphasize technical utilities that can only be used by software experts, the resulting game frameworks are often inadequately tuned towards learning. ...
doi:10.1177/1046878112443323
fatcat:tozidxn2mrga5ezin6qob2an5y
Gaming Simulations for Railways: Lessons Learned from Modeling Six Games for the Dutch Infrastructure Management
[chapter]
2012
Infrastructure Design, Signalling and Security in Railway
Gaming simulation for process innovations Gaming simulation, here defined as 'simulating a system through gaming methods' is one of the terms in a loosely demarcated field of interactive participatory ...
, at least in certain areas of their operations. ...
Alexander Verbraeck, Bas van Nuland, Gert Jan Stolk and the Game Lab a.o.). ...
doi:10.5772/35864
fatcat:mhj477z6sfg5rpqvrizzpcxcuq
A Proposed Method for Measuring Learning in Video Games
2014
GSTF International Journal on Computing
It proposes a method for evaluating what learning takes place within a commercial video game using psychophysical methods. ...
This paper seeks to investigate the educational potential of a commercial video game. ...
CONCLUSION The proposed method will provide improved knowledge of what people can learn while playing a video game. ...
doi:10.7603/s40601-013-0039-4
fatcat:dvanxd4f7jhstjjkt7p3prr734
Critical Factors for Technology Integration in Game-Based Pervasive Learning Spaces
2010
IEEE Transactions on Learning Technologies
Pervasive learning spaces (PLSs) create bridges from the real world to the virtual world, allowing the context-sensitive utilization of real-world objects and information in the learning process. ...
The model is discussed and evaluated through applying the model to the development process of LieksaMyst, a game-based PLS for a museum. ...
Special thanks go to Mikko Vinni who has had a major role in the development work and Eeva Nygren who originated the idea and content for UFractions. ...
doi:10.1109/tlt.2010.16
fatcat:4kzxw45tm5dh5e7jr7jklncltm
Preventive Self-Care Serious Games for Diabetes: A Game Design
2020
IOP Conference Series: Materials Science and Engineering
However, less implementation of awareness is given through entertainment computing, such as serious games to attract people to learn in a fun way. ...
The primary purpose of this study is to design the game architecture for this serious game using SGDA framework. ...
Acknowledgements We would like to thanks to the development team of this research for their effort in designing and developing serious games. ...
doi:10.1088/1757-899x/769/1/012058
fatcat:m63vk4rqkvfs3mmo7e37br33ee
Game-Based Learning in the Dialogical Classroom
[chapter]
2018
Games and Education
My research project focuses on videogames as modern narratives for the 21 st century and on the recent interest in technology-enhanced educational settings, particularly game-based learning. ...
and educationally. ...
Most importantly, we thank the teacher and students for taking part in this work and the school principal for his unconditional support. ...
doi:10.1163/9789004388826_004
fatcat:mkoikrpuerek3eywxzin7gdsjq
Delivering Effective Digital Game-Based Learning: A Comparative Study Between Computer and Mobile as the Learning Framework for Preschoolers
[article]
2021
figshare.com
With increasingly ubiquitous technology in schools, it is imperative that educational leaders must select the right device for teaching and learning. ...
This paper presents a comparative analysis between computer game-based learning and mobile game-based learning as the learning framework in Preschool Education in the Philippine setting when delivering ...
The researchers would also like to give special thanks to Mrs. Jean A. Tropel, Information Technology Officer, for assisting with the research, Dr. Benjamin D. ...
doi:10.6084/m9.figshare.17012900.v1
fatcat:wyr6kufcxvhsrhsobxo4vhkj6i
VMathLab, a 3D-Game-Like System for College Math Learning Enhancement
2012
Journal of clean energy technologies
Then, we present a 3D-game-like math teaching and learning system-VMathLab which was developed as a supplemental tool to enhance students' mathematics learning. ...
Moreover, the system can record students' performance and generate statistical data for instructors to do analysis. ...
The authors would like to thank the colleagues in mathematics and engineering departments for their valuable comments and suggestions. ...
doi:10.7763/ijcte.2012.v4.536
fatcat:q347jnzp7rfn7hagdnyrcdk67u
Defining Preliminary Research for Digital Game-Based Learning Evaluation: Best Practices
2019
International Journal of Educational Methodology
The surge of learners being immersed in computer game contexts for learning has instigated dialogue about the contextually appropriate collection of reliable and valid data to inform education-based decisions ...
work, in the context of reported preliminary studies on Digital Game-Based Learning Interventions (DGBLIs). ...
AG for providing their technical expertise in digital game experiments. ...
doi:10.12973/ijem.5.4.623
fatcat:xcifwi2klnfvbj5sgchpywi6km
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