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Educational Technology & Society
As a medium for learning, digital games provide promising possibilities to motivate and engage students in subject learning. In this study, a game-based learning system, My-Pet-My-Quest, is developed to support pupils' math learning. This is due to the fact that most students in Taiwan have relatively lower positive attitude towards math learning, even though their math performance is prominent. To this end, a three-tire framework is proposed to guide the design of the My-Pet-My-Quest system. A quasi-experiment was conducted to examine the influence of game quests on pupils' enjoyment and goal-pursuing in math learning. The results revealed that game quests were favored by students in terms of enjoyment, goal orientation, and goal intensity. Possible reasons for these results and a discussion of related issues are presented in this paper.
Journal of Interactive Learning Research, 2012
This paper puts forward a new design perspective for game-based learning. The general idea is to abandon the long sought-after dream of designing a closed learning system, where students in both primary and secondary school could learn – without the interference of teachers – whatever subject they wanted while sitting in front of a computer. This describes a caricature, I know, but it still lurks in the background whenever we speak of, read or write about learning with computer games. The entire field of learning with games is called ‘serious games’, since they find themselves on a direct collision course with off-the-shelf, commercial entertainment games. This paper promotes two different yet interconnected ideas. The first aims to describe a new design perspective for game-based learning, which in many ways not only will provoke the abovementioned latent dream of a closed game-based learning system, but will also confront aspects of modern learning theory, especially the notion of reference between the content of an assignment and the reality with which it should or could be connected (situated learning). The second idea promotes a way of tackling the common experience of the average learner from primary to secondary school. He or she is often unable to fully grasp, understand or comprehend the learning process in which he or she is embedded. Portfolios, and especially e-portfolios, can be used to encourage reflection on both the learner’s development and the learning process in order to ground the student’s reason to learn. This paper proposes a different approach: using visualisation in immersive 3D worlds as both documentation of learning progress and as a reward system which motivates further learning. The overall design idea is to build a game-based learning system from three or more different, yet interconnected, elements; namely a teacher, a web-based platform and an immersive game or play world.
Educational technologies that use more suitable tools to help students improve the teaching-learning process: games and video games are excellent educational vehicles. The project GeoQuest is a class-interactive role-playing computer game-computer class role plating game (CCRPG), to teach inter-disciplinary science and humanities. The students interact with the game using their own smartphone or tablet and the system collects the individual answers. Game paths, such as several activities, videos, animations, and hands-on activities, to incentivise different perception channels and multiple communication codes. GeoQuest is a new teaching approach designed for learning on gaming (LoG) to learn while playing, different from edutainment (educate and entertain together) and gaming to learn (playing a game without specific didactic). With LoG, the game "hides" didactic inside the game. The CCRPG allows a significantly greater attention, with a persistent attention during the who...
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