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Conceptual Approach to the Pedagogy of Serious Games

open access: yesInformation, 2023
The transformation of educational processes, derived from the technological disruption that has taken place in the educational field, has allowed for the development of certain methodologies and techniques that place emphasis on the students as an active
María Rosa Fernández-Sánchez   +2 more
doaj   +1 more source

Video games as a medium for software education [PDF]

open access: yes2012 IEEE International Games Innovation Conference, 2012
Educational video games may be used as a medium for software visualisation and visual programming to provide highly enjoyable, self-motivating and inquiry-based pedagogical tools. An educational game has been developed and tested on university-level students in three iterations.
Bradley R. C. Marques   +2 more
openaire   +1 more source

The role of representational competencies for students’ learning from an educational video game for astronomy

open access: yesFrontiers in Education, 2022
Educational video games can engage students in authentic STEM practices, which often involve visual representations. In particular, because most interactions within video games are mediated through visual representations, video games provide ...
Tiffany Herder, Martina A. Rau
doaj   +1 more source

A quantitative approach to pre-service primary school teachers’ attitudes towards collaborative learning with video games: previous experience with video games can make the difference

open access: yesInternational Journal of Educational Technology in Higher Education, 2017
Increasing interest has been shown in using video games as an educational resource due to their pedagogical possibilities and their current expansion as an entertainment activity. However, their use in schools is still far from mainstream practice, which
Marta Martín del Pozo   +2 more
doaj   +1 more source

AN ANALYSIS OF EDUCATIONAL GAMES DESIGN FRAMEWORKS FROM SOFTWARE ENGINEERING PERSPECTIVE

open access: yesJournal of ICT, 2015
Game-based learning has dominantly embedded itself into a tool of education in the 21st century. In developing educational games, many researchers have proposed frameworks to defi ne elements of an educational game.
Mifrah Ahmad   +2 more
doaj   +3 more sources

Gamification in education [PDF]

open access: yesСовременная зарубежная психология, 2016
This article surveys the main directions of gamification of education. Using a typology of formation of educational space in relation to the virtual space when creating educational computer games (Whitton N.
Belkin Ph.A.
doaj   +1 more source

SATReLO: A tool to support language therapies for children with hearing disabilities using video games

open access: yesRevista Facultad de Ingeniería Universidad de Antioquia, 2021
SATReLO is a tool for the creation of customized applications that support language therapy for children with hearing disabilities. These applications consist of video games that replicate therapeutic activities.
Juan Carlos Martínez Arias   +7 more
doaj   +1 more source

Is Less Actually More? The Usefulness Of Educational Mini-games [PDF]

open access: yes, 2007
Interest in educational gaming is on the rise once again, and particular interest has started to peak in the area of lightweight educational mini-games.
David Argles   +5 more
core   +1 more source

The potential for using video games to teach geoscience: learning about the geology and geomorphology of Hokkaido (Japan) from playing Pokémon Legends: Arceus [PDF]

open access: yesGeoscience Communication, 2022
In recent years, video games, as a geoscience communication tool, have gained momentum. Popular commercial video games see millions of people around the world immersed in wondrous landscapes, many filled with real geological features including volcanoes,
E. G. McGowan   +2 more
doaj   +1 more source

The The Application of Video Games in Education:

open access: yesMultidisciplinary Journal of School Education, 2021
There is a lack of motivation in high schools that is difficult to ignore. This is even worse in the case of history courses, which are perceived by students as “useless.” Many would cite video games and mobile phones as some of the technological changes that explain how teenagers are less interested in such subjects.
openaire   +3 more sources

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