Search results for "Educational game"
showing 10 items of 14 documents
The GraphoGame Method: The Theoretical and Methodological Background of the Technology-Enhanced Learning Environment for Learning to Read
2014
This paper provides an overview of the GraphoGame method. Both theoretical and methodological aspects related to the method are presented. The method’s guiding principles are based on the prevailing theories and experimental research findings on learning and teaching basic reading skills in alphabetic languages, especially from the point of view of a struggling reader. Because the nature of the target language and its relation to its writing system play central roles in the GraphoGame method, this approach requires the method to be flexible in order to be valid for learners of different languages and orthographies. Thus, the aim of the developed technology is to provide an appropriate readi…
Is School a Better Environment Than Home for Digital Game-Based Learning? The Case of GraphoGame
2015
This study investigated how the use of an online reading game differs in home and school environments. First and second graders (N = 194) participated in an 8-week training during which they used the reading program GraphoGame either at home or at school under the supervision of parents or teachers. Child participants were recommended by parents and teachers recruited from the list of GraphoGame users, and adults decided whether the training took place at home or at school. We measured the frequency and duration of playing, children’s engagement, development of reading skill and reading interest, and adult supportive involvement. The results revealed that children who played GraphoGame at s…
Informal learning and wellbeing outcomes of gameplay and their associations with gameplay motivation
2023
Educational functions of digital games are often seen only in the light of the serious and purposeful activities that aim for learning outcomes, in contrast with noneducational games that are designed for entertainment. The focus of this paper is in studying players’ learning outcomes from playing non-educational games, and how these relate to wellbeing outcomes of playing, and gaming motivation. The data for this study was collected via a survey (N = 1,202) in the United Kingdom and the United States. The survey respondents answered the question regarding what players perceive they have learnt by playing digital games. A generic datadriven qualitative content analysis of the responses to t…
Player perceptions of informal learning in non-educational games
2022
The potential of non-educational games in learning is well-established, but there have been relatively few empirical studies attempting to explore the kinds of informal learning take place in non-educational games outside of formal education. Simultaneously, student motivation is known to have a connection to learning outcomes, but there is a lack of research on the relationship between gaming motivations and informal learning in games. This paper aims to fill the gap in research by, firstly, forming an empirically-based understanding of what players perceive they are learning from playing non-educational games, and secondly, exploring the potential connections of self-articulated learning …
Educational Application Design Process Experiences : Case Perioperative Nursing
2014
From an educational point of view, the only relevant basis for the design of an educational application is the learning objectives of the content area. In the development process of an educational application, there are also other people involved besides educational experts. This paper describes a project which primarily aims at developing an application for the needs of enhancing perioperative nursing skills’. Besides application development, the project included research about the process. The research task was to discover how the real – not only the formal – objectives could work as the starting point for the construction of an educational game-like application. This paper presents the s…
Do Women in Nepal Like Playing a Mobile Game? MANTRA: A Mobile Gamified App for Improving Healthcare Seeking Behavior in Rural Nepal
2021
In Low and Middle Income Countries (LMIC), one of the causes of maternal and child mortality is a lack of medical knowledge and consequently the inability to seek timely healthcare. Mobile health (mHealth) technology is gradually becoming a universal intervention platform across the globe due to ubiquity of mobile phones and network coverage. MANTRA is a novel mHealth intervention developed to tackle maternal and child health issues through a serious mobile game app in rural Nepal, which demonstrated a statistically significant knowledge improvement in rural women. This paper explores the perceptions and usability of the MANTRA app amongst rural women and Female Community Health Volunteers …
What Can Research on Technology for Learning in Vocational Educational Training Teach Media Didactics?
2013
Information technology is essential in modern societies; this also applies for educational institutions, as they reflect society’s (schooling) values and intentions. Learners are influenced by the use of technology; even if information technology is not always consciously or intentionally applied, it is literally an actual part of everyday life.
Identification of Reading Difficulties by a Digital Game-Based Assessment Technology
2020
Computerized game-based assessment (GBA) system for screening reading difficulties may provide substantial time and cost benefits over traditional paper-and-pencil assessment while providing means also to individually adapt learning content in educational games. To study the reliability and validity of a GBA system to identify struggling readers performing below a standard deviation from mean in paper-and-pencil test either in raw scores and grade-normative scores, a large-scale study with first to fourth grade students ( N = 723) was conducted, where GBA was administrated as a group test by tablet devices. Overall, the results indicated that the GBA can be successfully used to identify st…
Del homo ludens a la gamificación
2017
Resumen: Parece que las ultimas tendencias en educacion pasan por introducir la gamificacion en las aulas y en todas las actividades educativas. La idea de que los contenidos deben interesar a nuestros estudiantes combinada con el convencimiento de que “se aprende mejor jugando”, han llevado a pensar que debemos dar a esos contenidos una forma ludica o, mejor todavia, convertirlos en juegos. ?Es la gamificacion una moda o una oportunidad? Y en el caso concreto de la educacion, ?se trata solo de un recurso metodologico para aprender mas eficazmente o es una caracteristica que deberia tener toda actividad que pretenda ser educativa? ?Como gamificar las clases (de filosofia, en nuestro caso)? …
LET'S PLAY INTO THE ENGLISH CLASSROOM.
2015
The role of playing as an extremely effective teaching tool with learners at every age has been already well acknowledged by authors from all over the world. In the FL classroom the fundamental characteristic of the gaming approach is the turn over of the perspective that not only emphasizes the affective relationship that occurs between teacher and student in the teaching/learning process, but also underlines the centrality of the learner as the main actor in the learning process. Games in the classroom help create communicative and significant learning environments where attention to individuals or to special education needs, respect of the rules, cooperation, solidarity, overcoming of di…