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serious-gaming.info
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The advancement of Internet technologies has allowed e-learning to become an essential supplement to traditional education, incorporating various multimedia elements such as simulations and games. This article examines the role of educational games, specifically board games, in enhancing the e-learning process by fostering engagement and improving problem-solving abilities among students. The authors highlight the interactive nature of these games and their ability to create a structured learning environment, ultimately aiming to encourage creativity and knowledge acquisition.
Proc. Of IADIS International …, 2010
Assessment-based educational games can produce useful information to guide student instruction. This paper describes an approach for integrating components of video games with those of adaptive technologies and assessment into the design of educational games. Three examples in the areas of English language learning and mathematics are also presented.
Proceedings of the 7th …, 2010
2008 Second IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, 2008
In learning technologies, there is a distinct difference between the user sequencing in a system based on IMS Simple Sequencing and an Adaptive Hypermedia system. This range of possibilities is important to consider when attempting to augment educational games with adaptive elements. This poster demonstrates how truly adaptive games could be designed and discusses why this is useful in the field of education.
Journal of Convergence Information Technology
In the 21th century, there are more and more advanced computer technologies and related applications developed to help people in complex computing and problem solving. One obvious example could be found in the game industry. The game applications have become more and more complex in bringing simulated reality for gamers to enjoy the game activities. Many researchers found that the game elements and related design concepts have strongly impressed people during the game activities, and they also pointed out that game-based learning activities can help learners to improve both the learning motivation and efficiency effectively. In this paper, we integrate a two-dimensional adventure game with conventional assessment system, and try to enrich the learning activities and to ease the management in learning and assessment content.
Recent reviews have shown that the use of educational games during the learning procedure indicates significant growth. Browser-based games are one type of educational games. In this paper, an online educational game concerning arithmetic in elementary school is introduced. The game consists of a main platform and several mini educational games. The main target is to explore several locations and retrieve various items by solving math games. The student’s answers define the difficulty level of the educational mini games and generate error diagnosis. In this way, student knowledge assessment is performed and identification of possible mathematical weaknesses is obtained.
Next Generation …, 2008
UPGRADE Vol. IX, No. 3, June 2008 15© Novática Technology-Enhanced Learning Keywords:< e-Adventure>, e-Learning, Educational Games, Educational Content Authoring, Learning Manage-ment System. 1 Introduction Society today is changing at a great pace, ...
Assessment is the action through which a number of elements of knowledge of the students are compared to curricula standards. In the means used, it can remember knowledge tests performed in accordance with the cybernetic-scheme of learning process: INPUT-budget, the material bases, characteristics of students / teachers, social context, energy; PROCESS (all processes) - methodology, teachers' style, educational strategies, activities that influences the students; OUTPUT - students, acquisitions and operational information, skills acquired (knowledge, skills, aptitudes), energy consumption, teaching staff/ non-teaching staff with experience enriched but elderly, dynamic society. Assessment can be achieved through assessment tests: initial, continuously or final. To remove some subjective evaluation errors, loaded by the human factor, the present paper presents an online platform "Quizlet: Learning tools & flashcard". Advantages of “Quizlet” platform are to harness the knowledge, to allow anyone to learn through play. Computer games are the most powerful learning tool.
2016
Report published in the Proceedings of the National Conference on "Education and Research in the Information Society", Plovdiv, May, 2016In this article a summary is made of the use of standard electronic game’s methods in e-learning. It shows how game-elements and game-mechanics can be applied in e-learning environments. Different types of Serious games – Game-based learning, Gamification of learning, Organizational-dynamic games, Simulation Games and Edutainment have been discussed. The article introduces the game-based model for learning and 70:20:10 education framework. There are examples for e-Learning environments that include some of the abovementioned game-elements and game-techniques. The focus in the conclusion is on the potential benefits of successful implementation of serious games into a learning environments.Association for the Development of the Information Society, Institute of Mathematics and Informatics Bulgarian Academy of Sciences, Plovdiv University &...
Computers in Human Behavior, 2007
There is a growing interest among teachers in using games as a part of their lesson plans. A standardised, interoperable approach to the sharing of such game-based lesson plans would allow teachers and educational technologists to compare and contrast Digital Game Based Learning scenarios, allowing best practices and lessons learned to emerge. Although games can be used as 'add-ons' in educational contexts, greater benefits can be attained by integrating games more fully into the educational process, i.e. by repurposing existing games to target the specific learning objectives. In this article we analyse this problem. We developed two possible solutions based on the integration and the interaction of games and learning scenarios. The first solution is based on 'pedagogical wrappers', where games are linked to e-learning flows but without interaction and communication. The second solution sees a tighter integration which supports ongoing interaction and communication between game and e-learning flow. We applied both solutions to a generic game. This game was firstly programmed in Action Script and later re-used for learning purposes and represented in IMS Learning Design. We analysed the pros and cons of each solution and identify research topics for further research.
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Innovations in Education and Teaching International, 2003
Proceedings of the second ACM international workshop on Multimedia technologies for distance leaning - MTDL '10, 2010