نتایج جستجو برای: educational games
تعداد نتایج: 214221 فیلتر نتایج به سال:
BACKGROUND Addiction to computer (video) games in adolescents and its relationship with educational progress has recently attracted the attention of rearing and education experts as well as organizations and institutes involved in physical and mental health. The current research attempted to propose a structural model of the relationships between parenting styles, mothers' occupation status, an...
Educational games are considered interactive activities that should be just as motivating and engaging as regular digital games, but players will learn rather than just be entertained. Despite some limited success over the past few decades, educational games have failed to reach mainstream adoption or success. This chapter claims that such a failure is the result of poor design. Designers can c...
Serious games are gaining acceptance by the educational community as evidence of their attractiveness, engagement and educational effectiveness increases. Now that serious games are reaching a mature state, new concerns are emerging about the interoperability of serious games across e-learning systems. Games are effective but expensive to develop and the need to protect the investment is high. ...
The aim of this symposium of Simulation & Gaming is to address practical approaches and experiences in the development and application of educational electronic games and gamelike simulations (eGames) in adaptive eLearning and bLearning (blended learning) processes. eGames seem to capture the attention of students far more effectively than any other form of educational content. However, their e...
Learning about Recycling and Reuse through Pre-School Games S.M. Shobeyri, Ph.D. H. Meybodi A. Saraadipoor S. Rashidi Environmental education is the most fundamental approach to environmental protection and can begin from the pre-school level and through the use of games. To show the effectiveness of this approach, a random sample of 30 preschoolers of ages 5 and 6 was se...
Computer science is continuously evolving during the past decades. This has also brought forth new knowledge that should be incorporated and new learning strategies must be adopted for the successful teaching of all sub-domains. For example, computer programming is a vital knowledge area within computer science with constantly changing curriculum and its teaching remains a difficult endeavour. ...
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 activ...
Recent years have seen a growing interest in educational games, which integrate the engaging features of digital games with the personalized learning functionalities of intelligent tutoring systems. A key challenge in creating educational games, particularly those supported with interactive narrative, is devising narrativecentered tutorial planners, which dynamically adapt gameplay events to in...
With Grand Theft Education: Literacy in the Age of Video Games gracing the cover of Harper’s September 2006 magazine, video games and education, once the quirky interest of a few rogue educational technologists and literacy scholars, reached broader public awareness. The idea of combining video games and education is not new; twenty years ago, Ronald Reagan praised video games for their potenti...
Single and multiplayer Kinect serious games have been used in many different areas, including education. Due to its relative newness as a technology, a dearth of literature exists concerning the requirements for the use of Kinect games in educational settings. A comprehensive review was conducted to include various perspectives in order to provide background information on the existing research...
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