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Integrating Learning and Engagement in Narrative-Centered Learning Environments [chapter]

Jonathan P. Rowe, Lucy R. Shores, Bradford W. Mott, James C. Lester
2010 Lecture Notes in Computer Science  
A key promise of narrative-centered learning environments is the ability to make learning engaging.  ...  A study was conducted with 153 middle school students interacting with a narrative-centered learning environment.  ...  Any opinions, findings, and conclusions or recommendations expressed in this material are those of the authors and do not necessarily reflect the views of the National Science Foundation.  ... 
doi:10.1007/978-3-642-13437-1_17 fatcat:4qraybo63faahcu6bxsg5zautm

The Gameplay Loop Methodology as a Tool for Educational Game Design

2019 The Electronic Journal of e-Learning  
practice) as well as methods of player-centered design-in order to ensure the appropriateness of learning objectives and techniques of mediation in the context of a particular field of knowledge, the  ...  The field of game design for educational content lacks a focus on methodologies that merge gameplay and learning.  ...  Acknowledgements We would like to thank Elaine Chen and Alexandra Petrus for their valuable editorial assistance in the preparation of this article.  ... 
doi:10.34190/jel.17.3.004 fatcat:t7um7t5dm5etfjcowbqfa7eqby

Designing a Digital Roleplaying Game to Foster Awareness of Hidden Disabilities

Rafael Leonardo Da Silva
2020 International Journal of Designs for Learning  
Both in the prototype design phase and in usability testing, the tension between learning and entertainment was observed, aligning with reflections from previous studies (Prestopnik, 2016).  ...  On Fighting Shadows (OFS) is a two-dimensional roleplaying game that tells the story of Marvin, a young adult that experiences hidden disabilities, focusing on hydrocephalus and its possible mental health  ...  Rieber, and Dr. Nicholas A. Holt, from the University of Georgia, for providing encouragement and valuable feedback in all phases of this project, including its continuing development.  ... 
doi:10.14434/ijdl.v11i2.27257 fatcat:ulit3l3btrgt5ndoe7lcatimom

Digital game elements, user experience and learning: A conceptual framework

Andreas Alexiou, Michaéla C. Schippers
2018 Education and Information Technologies : Official Journal of the IFIP technical committee on Education  
To that end, it outlines the role of narrative, aesthetics and core game mechanics in facilitating higher learning outcomes through intrinsic motivation and engagement.  ...  Additionally, it tries to highlight the moderating role of player personality traits on learning outcomes and acceptance and suggest ways to incorporate them in the game design process.  ...  Due to the nature of game-play, players are exposed only to the spatiotemporal perspective of their character (they are usually always at the center of the action and their character present in the screen  ... 
doi:10.1007/s10639-018-9730-6 fatcat:dibrn5vlv5bbndyj7z6tx5xweu

Game design and learning: a conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation

Michele D. Dickey
2006 Educational technology research and development  
Specifically, this analysis presents (a) an overview of the two primary elements in MMORPGs game design: character design and narrative environment, (b) a discussion of intrinsic motivation in character  ...  role-playing, (c) a discussion of intrinsic motivational supports and cognitive support of the narrative structure of small quests, and (d) a discussion of how the narrative structure of MMORPGs might  ...  Michael Spector, and the reviewers for their insightful comments and suggestions.  ... 
doi:10.1007/s11423-006-9004-7 fatcat:v7mf6hfecrdpzifmvf3z5oxgcm

An Architecture for Bidirectional Learning Games

Tanja von Leipzig, Eric Lutters, Vera Hummel, Cornè Schutte
2022 International Journal of Games Based Learning  
Dynamic personalization of learning trajectories that integrate different perspectives and variable scenarios is a viable way to improve the effectiveness and efficiency of training and education.  ...  Serious games offer a designated platform for this, by aggregating learner interactions, and using these to dynamically configure, adjust and tailor the game to individuals and contexts.  ...  He is the author of a number of textbooks in the field of design and manufacturing and he is associate editor of a number of journals.  ... 
doi:10.4018/ijgbl.294009 fatcat:pgb2bvraebfdjigdxhfmdgjw4y

Lessons Learned With Girls, Games, and Design

Amanda Ochsner
2015 Proceedings of the Third Conference on GenderIT - GenderIT '15  
This paper offers a review of these programs, highlighting similarities in findings about what girls value in games and design, and synthesizing shared challenges and struggles.  ...  Other research-based programs and interventions to engage girls in game design have faced similar difficulties, attempting to find balance between respecting girls' values and empowering them as designers  ...  One of the themes that frequently emerged out of Purple Moon's research was that girls incorporate their friends both with in-room gameplay and in their game narratives.  ... 
doi:10.1145/2807565.2807709 dblp:conf/genderit/Ochsner15 fatcat:jywcgslvwjeizjm7ez5s2lchq4

Waking Up in the Morning (WUIM): A Smart Learning Environment for Students with Learning Difficulties

Polyxeni Kaimara, Ioannis Deliyannis, Andreas Oikonomou, Emmanuel Fokides
2021 Technologies  
Smart learning environments (SLEs) underline the flexibility of eclectic pedagogy that places students at the center of any educational process and takes into account the diversity in classrooms.  ...  Smart environments are considered a good learning practice for formal and informal education; however, it is important to point out the pedagogical approaches on which they are based.  ...  TS exploits different languages, for example, verbal and visual and media like cinema, comics, television, and video games to construct a narrative world as a process of presenting a story in which each  ... 
doi:10.3390/technologies9030050 fatcat:fbhu2zdqhndzhmezhvijqxxbxm

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.  ...  I am interested in the bridge between formal and informal education and the inclusion of out-of-school narratives, such as traditional stories, myths and fairytales, in educational school practices.  ...  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

Leveraging Game-Based Learning Technologies to Introduce Adolescents to Health Science Careers During the COVID-19 Pandemic

Randall Spain, Carlos Penilla, Elizabeth Ozer, Robert Taylor, Cathy Ringstaff, James Lester
2021 Journal of STEM outreach  
In Health Quest, through engaging narrative-based learning scenarios, students work with virtual characters to experience health science careers from multiple perspectives.  ...  The COVID-19 pandemic produced a dramatic nationwide shift in K-12 education from in-person classroom learning to remote online learning.  ...  narrative to allow them to explore and learn more about different health science careers.  ... 
doi:10.15695/jstem/v4i4.09 fatcat:sccbtljewvbx7e7wz4e2nbeciu

Problem-solving for STEM learning: navigating games as narrativized problem spaces for 21st century competencies

Azilawati Jamaludin, David Hung
2016 Research and Practice in Technology Enhanced Learning  
Theoretical considerations for broadening the understanding of a situated and embodied notion of problem-solving and identity becoming within STEM learning are proposed.  ...  trajectory-learning and identity becoming within contemporary domains of technology learning.  ...  These cycles of individual performances and co-evolved interactions as players make meaning and self-regulate learning in the context of technology-facilitated learning represent the central focus of our  ... 
doi:10.1186/s41039-016-0038-0 pmid:30613250 pmcid:PMC6302846 fatcat:3n3guf2igzbetmzveo6yw3oqtm

Affective Learning in Digital Education—Case Studies of Social Networking Systems, Games for Learning, and Digital Fabrication

Piia Näykki, Jari Laru, Essi Vuopala, Pirkko Siklander, Sanna Järvelä
2019 Frontiers in Education  
It is concluded that digital systems and tools can provide multiple opportunities for affective learning in different contexts within different age groups.  ...  In the first study, a social networking system was used in a higher education context for providing a forum for online learning.  ...  by bringing the different perspectives together.  ... 
doi:10.3389/feduc.2019.00128 fatcat:4uexjinzbfhf7hgbrhffte4rh4

Engaging Students in the Learning Process with Game-Based Learning: The Fundamental Concepts

Surattana Adipat, Kittisak Laksana, Kanrawee Busayanon, Alongkorn Ausawasowan, Boonlit Adipat
2021 International Journal of Technology in Education  
The study further examines three theories that are essential to the development of the game-based learning approach: narrative-centered learning theory, problem-solving theory, and engagement theory.  ...  A new approach to learning in the form of educational games has been adopted in recent years, especially in English language teaching.  ...  Narrative-Centered Learning Theory Problem-Solving Theory Problem-solving abilities are essential in today's dynamic world.  ... 
doi:10.46328/ijte.169 fatcat:rugulv3npzfrjgkxqjxjp2xphq

Transmedial Worlds with Social Impact: Exploring Intergenerational Learning in Collaborative Video Game Design

Juan C. Mansilla, Liliana Mejía Betancur, Claudia Queiroz Lambach
2019 Journal of Childhood Studies  
., games that feature both digital and physical elements) for children 8–12 years of age and elders 65 years and over living in Paris and Bagnolet, France.  ...  , to inspire researchers, educators, and caregivers to include innovative uses of transmedia world building and collaborative game design as tools to connect different generations and foster community  ...  media and devices, all united by a narrative link" (Scolari, 2014, p. 71).  ... 
doi:10.18357/jcs00019337 fatcat:f5s25an7xngfbffu5ogn5lnhmy

Applying Systems Thinking to Learner-Centered User Design for Game and Cyber School Learning Contexts [chapter]

Jason Alphonso Engerman, Victoria Rose Raish, Alison Carr-Chellman
2019 Learning, Design, and Technology  
So a learning ecosystem is helpful here as a design concept and in learning systems because the term formalizes a specific system thinking frame and a widening perspective of learners-in-systems for our  ...  and reaction, and finally perspective taking of differing points of view (Cabrera et al., 2015) .  ... 
doi:10.1007/978-3-319-17727-4_103-1 fatcat:dqfk4fziwvaapilzll64v5bjca
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