نتایج جستجو برای: educational games

تعداد نتایج: 214221  

Journal: :IJKSR 2011
Miroslav Minovic Milos Milovanovic Dusan Starcevic

A new generation of students is accustomed to daily use of mobile devices, and educating them in the proper way is a complicated task. Video games are an ideal tool for communicating with students, and finding the right combination of using mobile devices with educational games is important for educating them. This paper describes a novel approach to educational game defining and interpretation...

2006
M. Carbonaro M. Cutumisu H Duff S. Gillis C. Onuczko J. Schaeffer A. Schumacher J. Siegel D. Szafron K. Waugh

Educational games have long been used in the classroom to add an immersive aspect to the curriculum. While the technology has a cadre of strong advocates, formal reviews have yielded mixed results. Two widely reported problems with educational games are poor production quality and monotonous game-play. On the other hand, commercial noneducational games exhibit both high production standards (go...

Journal: :Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society 2009
Ute Ritterfeld Cuihua Shen Hua Wang Luciano Nocera Wee Ling Wong

Serious games have become an important genre of digital media and are often acclaimed for their potential to enhance deeper learning because of their unique technological properties. Yet the discourse has largely remained at a conceptual level. For an empirical evaluation of educational games, extra effort is needed to separate intertwined and confounding factors in order to manipulate and thus...

2011
Eugenio J. Marchiori Ángel Serrano Javier Torrente Iván Martínez-Ortiz Baltasar Fernández-Manjón

This paper presents an extensible multi-platform educational game framework. This new framework enhances the point-and-click adventure game model used in a preexisting educational game framework (eAdventure) by extending it with new game metaphors and interactions. These include minigames (e.g. puzzles, stories, word-games) suited for a greater variety of subjects (e.g. math, history, science) ...

2014
Matthew Ventura Valerie Shute Matthew Small

In this chapter, we describe how assessing persistence in educational games can be useful in enhancing learning. We describe Newton’s Playground (NP), a 2D video game aimed at helping students understand qualitative physics. The goal across all of the 74 puzzles in NP is for the player to guide a green ball to a red balloon. The primary way to move the ball is by drawing on the screen with a mo...

2015
Björn Berg Marklund

This paper examines how the heterogeneity of K-12 students, as game audiences, affect the way games can be used as educational tools in formal education. When discussing the application of games in educational contexts, the realities of the formal educational environment are seldom brought to the fore. There has been a lot of discourse and studies surrounding the theoretical viability of games ...

2011
Matthew Ng Eric Klopfer Christopher J. Terman Josh Sheldon Judy Perry Patrick Doyle Julia Ye Eric Wong

2005
Désirée Titon Sébastien George

Educational business games can be of a great help for initial and continuous learning. These games have as major asset the possibility for learners to intervene or act as they wish. Nevertheless, there are numerous possible paths in such games. Designing the appropriate game structure and defining the optimum parameters so as to achieve the pedagogical objectives of business games is not straig...

Serious Computer Games are a kind of computer games that in contrary of mainstream computer games’ industry, necessity of mercantile benefits has less importance in their circle of production. Desired aim for producing Serious Games is make obvious informational, attitudinal, behavioral and cognitive changes in players in according to definite pedagogical, educational, instructional, prom...

2007
Cyril REBETEZ Mireille BETRANCOURT C. Rebetez M. Bétrancourt

This work reviews several aspects of the growing research field interested in video games. First, the evolution of this media in the educational field is discussed. Three different fields interested in the cognitive impact playing of video games are reviewed: abilities and skills, attitudes and motivation, knowledge and content learning. However, most studies used video games as new experimenta...

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