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Digital Educational Games

2023
This chapter reflects on the challenges that arise when it is intended that all students can experience an Education 5.0 and proposes a set of practical actions that may support teachers' educational practice. It analyses and discusses a study involving 18 primary teachers and their 358 students (ages 6-10), which informed specific adjustments in some ...
Catarina Delgado   +3 more
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Digital Educational Games

ACM Transactions on Computer-Human Interaction, 2018
Our main research question is how the choice of game type influences the success of digital educational games (DEGs), where success is defined as significant domain-specific knowledge gain (learning outcome) with positive player experience. We propose a methodological framework to address this question.
Stephanie Heintz, Effie L.-C. Law
openaire   +1 more source

Digital Games

2012
Digital games and simulations are playing an important role in younger generations’ lives. Their adoption to e-Learning environments, however, is rather slow because educators are reluctant to change the way they teach. This chapter starts with a brief discussion of game and simulation terminology, including serious games, game-based learning, and game
openaire   +1 more source

From Board Game to Digital Game

Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017
Invasive species are species that cause economic and ecological harm and/or harm to human health. One challenge to managing invasive species is the lack of awareness about these species and the threats they pose. To mitigate this problem, the University of Florida Center for Aquatic and Invasive Plants developed a classroom board game for children to ...
Aishat Aloba   +6 more
openaire   +1 more source

Game Scenes: Theorizing Digital Game Audiences

Games and Culture, 2010
This article develops and expands on earlier work of the authors, which posits the idea of considering gamers as a (media) audience—enabling parallels to be drawn with wider literatures and debates on audience research and media fan cultures. In particular, drawing on some illustrative examples from qualitative research (funded by the British Academy)
Victoria K. Gosling, Garry Crawford
openaire   +1 more source

GAMED: digital educational game development methodology

SIMULATION, 2015
Development of a game in the form of software for game-based learning poses significant technical challenges for educators, researchers, game designers, and software engineers. The game development consists of a set of complex processes requiring multi-faceted knowledge in multiple disciplines such as digital graphic design, education, gaming ...
Serdar Aslan, Osman Balci
openaire   +1 more source

Digital Games Stills

Public, 2016
Abstract Provided are screenshots from the game Art Alive and concept art from the game Qalupalik.
openaire   +1 more source

Digital game-based vocabulary learning: where are we and where are we going?

Computer Assisted Language Learning, 2019
Given the importance of word knowledge for second language acquisition, there is always a need for effective word-learning approaches from language learners.
D. Zou, Y. Huang, Haoran Xie
semanticscholar   +1 more source

Disability Interactions in Digital Games

Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019
Digital games are a hugely popular activity enjoyed for the diverse experiences and relationships that they offer players. In 2019, games are more accessible to an increasingly diverse audience of disabled players through both new gaming technology and in-game options that allow people to tune their experiences.
Holloway, Catherine   +6 more
openaire   +2 more sources

Adaptive scaffolding and engagement in digital game-based learning

Educational technology research and development, 2023
Ching-huei Chen, Victor Law, Kun Huang
semanticscholar   +1 more source

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