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Gamifying History: Designing and Implementing a Game-Based Learning Course Design Framework

Kyle W. Scholz, Jolanta N. Komornicka, Andrew Moore
2021 Teaching & Learning Inquiry: The ISSOTL Journal  
This paper analyzes the development and implementation of a game-based learning course design framework.  ...  Drawing inspiration from task-based learning, the framework is structured around four core gamified elements: narrative assignment design; learner discovery; team-based collaboration and competition; and  ...  ACKNOWLEDGMENTS We would like to acknowledge that this research was supported by a Learning Innovation and Teaching Enhancement (LITE) Grant at the University of Waterloo.  ... 
doi:10.20343/teachlearninqu.9.1.9 fatcat:57gv4nbcd5gf5hwdaxwwfr3li4

Teaching Soft Skills in Engineering Education: An European Perspective

Manuel Caeiro-Rodriguez, Mario Manso-Vazquez, Fernando A. Mikic-Fonte, Martin Llamas-Nistal, Manuel J. Fernandez-Iglesias, Hariklia Tsalapatas, Olivier Heidmann, Carlos Vaz De Carvalho, Triinu Jesmin, Jaanus Terasmaa, Lene Tolstrup Sorensen
2021 IEEE Access  
It is based on a blended learning approach that integrates games and roleplaying with problem-based and collaborative learning design.  ...  The DEVELOP Social Learning Tool, a part of the PLE, facilitates self-directed informal learning and competency development supported by a learning community.  ...  HARIKLIA TSALAPATAS has a PhD in Computer Engineering with a focus on the development of serious games for learning from the University of Thessaly.  ... 
doi:10.1109/access.2021.3059516 fatcat:rss3pnef7jalfe3yqjmz7paj3m

Using Gamification Mechanisms and Digital Games in Structured and Unstructured Learning Contexts [chapter]

Ioana Andreea Stanescu, Antoniu Stefan, Jannicke Madeleine Baalsrud Hauge
2016 Lecture Notes in Computer Science  
The transition from the pre-defined and often inflexible tools and practices of institutionalized mass-education towards dynamic and flexible learning contexts remains a challenge.  ...  Enabling rich and engaging learning experiences that consider the different progression rates and routes of each student require new approaches in education.  ...  Acknowledgement The work presented herein is partially funded under the Horizon 2020 Framework Program of the European Union, BEACONING -Grant Agreement 68676 and by Unitatea Executiva pentru Finantarea  ... 
doi:10.1007/978-3-319-46100-7_1 fatcat:3givgyowvvf6xev7smxsrqbhsa

D6.1 Evaluation Guidelines

Preda Octavian-Marius
2018 Zenodo  
This document details the guidelines designed to evaluate large-scale pilots of the BEACONING game-based learning platform  ...  These challenges involve quizzes, comparisons and matching that would require critical thinking and collaborative problem solving competencies.  ...  Modular process for scalability and sustainability; b. Contextualised learning and assessment; c. User experience design; d. Blending spaces and contexts; e. Empowerment of key actors; 3.  ... 
doi:10.5281/zenodo.1256523 fatcat:wqwu252qqbgi7oulmodrkhnbzi

Analysis of Cooperative Skills Development through Relational Coordination in a Gamified Online Learning Environment

Rosa Estriegana, Jose-Amelio Medina-Merodio, Rafael Robina-Ramírez, Roberto Barchino
2021 Electronics  
The study also examines the influence of the combination of such resources with active and collaborative learning on the improvement of students' relationships and the development of cooperative competence  ...  One of the main problems of the sudden digital transition to online education due to the COVID-19 pandemic is the increased isolation of students.  ...  Data Availability Statement: The data that support the findings of this study are available from the corresponding author upon reasonable request.  ... 
doi:10.3390/electronics10162032 fatcat:h3iwdy4ccjg3xmalw4xhlfvo3y

Serious Educational Games in Education for Online Learning

David Chandross
2019 International Journal on Innovations in Online Education  
This is the first of a two-part series on how to build serious games for online learning. In this paper we will examine the use of SEGS in training and education through a literature review.  ...  High effect sizes were linked to social interaction, stimulating meaningful learning, assessment, presentation, and technology.  ...  Similar to problems which present in video games, the ability to repeat a problem until it is solved is called resourcefulness and is identical in learning.  ... 
doi:10.1615/intjinnovonlineedu.2019029871 fatcat:5auy4iljkveudkae3qwpk3wuxi

Beaconing D6.2 Large-Scale Pilot Setup

Mustafa Ali Türker
2017 Zenodo  
Schools are being transformed into establishments where students develop habits of mind and thinking skills for an increasingly obscure future.  ...  Three key partners of the project will access school networks and implement the pilots described in this document throughout 2018.  ...  Acknowledgement of previously published material and of the work of others has been made through appropriate citation, quotation or both.  ... 
doi:10.5281/zenodo.1256795 fatcat:nl6xf5zmwbd2pfsakagtzdgikq

Continuance intentions to use gamification for training in higher education: Integrating the technology acceptance model (TAM), social motivation and task technology fit (TTF)

Vanye Z. Vanduhe, Muesser Nat, Hasan F.Hasan
2020 IEEE Access  
However, the foundation for understanding instructors' behavior in this study's context are: (1) perceived usefulness and attitudes are crucial to the continuance intentions to use gamified Moodle for  ...  , TTF, social recognition, social influence, and perceived ease of use are vital; (4) TTF positively affects perceived ease of use; and, unexpectedly, (5) the TTF and social influence have no significant  ...  acquiring problem solving skills; acquiring critical thinking skills; acquiring personal learning skills; etc  ... 
doi:10.1109/access.2020.2966179 fatcat:w73pbflefnamdldfrmtr7uqpje

Editorial for EAIT issue 1, 2021

Arthur Tatnall
2021 Education and Information Technologies : Official Journal of the IFIP technical committee on Education  
computational thinking skills and learning how to approach and solve realworld problems.  ...  These are: information, communication, content creation, safety and problem solving.  ... 
doi:10.1007/s10639-020-10423-w pmid:33424417 pmcid:PMC7782562 fatcat:pq3la5j5avdm7lysea4dscv3pm

LearnIn - a gamified digital ecosystem

Gregory Turkawka
2020 Zenodo  
The decentralized, OpenID system realizes single sign-on credentialing and management of data in a personal learning record store. Achievements, engagement or collaboration is rewarded with tokens.  ...  «LearnIn – a gamified digital ecosystem» is offering a solution to the human right of education.  ...  payment solutions with educational providers, the problem could get solved.  ... 
doi:10.5281/zenodo.4011302 fatcat:yz5hh4fvabfrvc6vh4feeawrqu

Digital game-based learning and technology-enhanced learning for theological education

Erna Oliver
2018 Verbum et Ecclesia  
Acknowledgements Competing interests The author declares that she has no financial or personal relationships that may have inappropriately influenced her in writing this article.  ...  , blended learning and transformative assessment) opportunities for students in theology.  ...  through practicing to solve real-life problems in a safe environment (that is important for the humanities) and encourage collaboration.  ... 
doi:10.4102/ve.v39i1.1900 fatcat:mgajgtbmhjfunieigvlwmutvga

LearnIn - a gamified digital ecosystem

Gregory Turkawka
2020 Zenodo  
The decentralized, OpenID system realizes single sign-on credentialing and management of data in a personal learning record store. Achievements, engagement or collaboration is rewarded with tokens.  ...  «LearnIn – a gamified digital ecosystem» is offering a solution to the human right of education.  ...  payment solutions with educational providers, the problem could get solved.  ... 
doi:10.5281/zenodo.4011303 fatcat:s63wjnsnufd3naetwbfl44y3pi

Creació, gestió i anàlisi d\''un bot de conversa a biblioteques acadèmiques

2019 BiD: Textos Universitaris de Biblioteconomia i Documentació  
With more than 17 years of research and publications, the Horizon Project can be regarded as education's longest-running exploration of emerging technology trends that support teaching, learning, and creative  ...  These long-term trends indicate an expected evolution in the way higher education approaches its mission, as well as a trend toward increased student control over individual learning pathways.  ...  , collaboration, leadership, problem solving, and interculturalism.  ... 
doi:10.1344/bid2019.43.21 fatcat:bla5iren65hgtflfxw2elv6yqu

Gamification of learning activities with the Odin service

José Paiva, José Leal, Ricardo Queirós
2016 Computer Science and Information Systems  
Odin was also integrated in an e-learning tool that provides formative assessment in online and hybrid courses in an adaptive and engaging way.  ...  The validation of Odin involved the creation of a small e-learning game, integrated in a Learning Management System (LMS) using the Learning Tools Interoperability (LTI) specification.  ...  This work is financed by the ERDF -European Regional Development Fund through the Operational Programme for Competitiveness and Internationalisation -COMPETE 2020 Programme, and by National Funds through  ... 
doi:10.2298/csis160123025p fatcat:uxoem423mfbo7psnmpr7jpin7u

An investigation of player motivations in Eyewire, a gamified citizen science project

Ramine Tinati, Markus Luczak-Roesch, Elena Simperl, Wendy Hall
2017 Computers in Human Behavior  
We assimilate our findings into a framework of volunteer participation for gamified citizen science, which draws on existing design frameworks, in order to support the design of future crowdsourced science  ...  However, the motivations of why people engage with such activities can be idiosyncratic, varied, and evolving. In this article we examine player participation in Eyewire, a citizen science game.  ...  Introduction Web-based citizen science projects enlist the help of large numbers of volunteers to solve challenging scientific research problems.  ... 
doi:10.1016/j.chb.2016.12.074 fatcat:u6nbmezx2jb5raoqldevk3piku
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