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Identifying Game Variables from Students' Surveys for Prototyping Games for Learning

N. Ismail, O. Thammajinda, U. Thongpanya
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]

J. O. Riis, R. Smeds, J. Johansen, H. Mikkelsen
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

Daniel Perry, Cecilia Aragon, Stephanie Cruz, Mette A. Peters, Jeanne Ting Chowning
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]

Traian Anghel, Adrian Florea, Arpad Gellert, Delilah Florea
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

Aishah Abdul Razak, Thomas Connolly, Thomas Hainey
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

Yasmin B. Kafai, Quinn Burke
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

Rob J. Nadolski, Hans G. K. Hummel, Aad Slootmaker, Wim van der Vegt
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]

Sebastiaan Meijer
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

Allan Fowler, Brian Cusack
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

Teemu H Laine, Carolina A Islas Sedano, Mike Joy, E Sutinen
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

S N Ihsan, T A A Kadir, R Benedict, A R Abdullah
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]

Filipa de Sousa
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]

Manuel Garcia
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

Yonggao Yang, Lin Li, Kiranmai Bellam
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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