Games in the Classroom: Using Games

نویسندگان

  • William I. Grosky
  • Andrew M. Phelps
  • Christopher A. Egert
  • Jessica D. Bayliss
چکیده

In the first article in this series, which appeared in the April!June 2009 issue of IEEE MultiMedia, we presented an overview of using games in the classroom, cited several examples of this approach, and linked the use of games with various cognitive models as they relate to computing education. Most of this work, and the general effectiveness of these approaches with regard to assessment activities, focused on the first-year introductory programming classroom that is typical in computing programs around the world. In this second part of our article, we describe two additional topics: the relation of games to educational models that stretch beyond the introductory sequence, and the important issue of gender as it relates to games as a motivational tool within the classroom. We present our own results in exploring approaches in this space in another article (see this issue’s Multimedia at Work column). Educational theories related to games All of examples from part 1 of this article have focused entirely on the introductory classroom, and specifically on the introductory programming sequence or courses directly related to this sequence downstream. But games as a relevant and exemplary application domain need not be restricted to introductory material. Furthermore, there are additional educational theories that hold direct relevance to using games across several different educational paradigms, from introductory students to the advanced classroom, and even independent research and exploration. Three of these theories are of particular note in their relevance to the incorporation of games in computing pedagogy:

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Integration of Serious Games in Teaching English as a Foreign Language to Iranian Children

Nowadays computers are increasingly being incorporated into school curriculums and serious games are occupying the educational games markets. This article addressed the integration of serious games as tools for learning and teaching English in Iranian schools to zero-beginner students. An experiment was concluded using Computer Assisted Language Learning (CALL) to investigate the effectiveness ...

متن کامل

Integration of Serious Games in Teaching English as a Foreign Language to Iranian Children

Nowadays computers are increasingly being incorporated into school curriculums and serious games are occupying the educational games markets. This article addressed the integration of serious games as tools for learning and teaching English in Iranian schools to zero-beginner students. An experiment was concluded using Computer Assisted Language Learning (CALL) to investigate the effectiveness ...

متن کامل

Robust Opponent Modeling in Real-Time Strategy Games using Bayesian Networks

Opponent modeling is a key challenge in Real-Time Strategy (RTS) games as the environment is adversarial in these games, and the player cannot predict the future actions of her opponent. Additionally, the environment is partially observable due to the fog of war. In this paper, we propose an opponent model which is robust to the observation noise existing due to the fog of war. In order to cope...

متن کامل

The Relationship Between Tendency to Computer Games and the Mental Health of Junior High School Students of Shahr-e Kord, Iran

Background and aims: Given that computer games have positive and negative functions and mayaffect the mental health of individuals, the present research aimed to study the relationship betweenthe tendency to playing computer games and the mental health of junior high school students inShahr-e Kord.Methods: The current cross-sectional descriptive-analytical study was cond...

متن کامل

Evaluating the Effectiveness of Using Sport and Traditional Games at the Higher Military Educational Establishments in a Pandemic and Post-pandemic Period

Background. The cadets experienced particular difficulties in a pandemic period because due to isolation and faced a number of unanticipated challenges like stress, anxiety, and low learning outcomes. Objectives: The aim of the study was to evaluate the effectiveness of sport and traditional games to improve cadets’ learning performance and motivation to learning activities and future service ...

متن کامل

در آمدی بر طراحی بازی­های آموزشی- رایانه ای با رویکرد زبان شناختی درحیطه اختلالات ویژه یادگیری

The purpose of this article is to analyze the status of computer games with a linguistic approach in making schools smart for the students suffering from learning disorders with a focus on reading disorder. The authors will try to adopt an approach based on research and development and use their own and their colleagues’ educational and rehabilitation experiences. They also try to discuss the i...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

عنوان ژورنال:

دوره   شماره 

صفحات  -

تاریخ انتشار 2009