Search results for "Game based learning"

showing 5 items of 15 documents

Teachers’ beliefs about gamification and competencies development: A concept mapping approach

2020

Despite an increasing academic attention towards both gamification and competencies-based education, little is known about Higher Education teachers’ beliefs regarding the use of gamification to develop students’ competencies. To fill this research gap, concept mapping was used to cluster teachers’ beliefs in 4 dimensions regarding the use of gamification to develop students’ competencies. Our findings suggest that teachers believe that gamification encourages team working and oral communication skills. Moreover, critical thinking and social skills development were also found as some of the benefits that teachers believe the use of gamification can provide to the development of students’ co…

Teamwork020205 medical informaticsHigher educationConcept mapbusiness.industrymedia_common.quotation_subject05 social sciences050301 educationGame based learning02 engineering and technologyInnovación educacionalEducationInnovaciones educativasCritical thinkingInterpersonal competence0202 electrical engineering electronic engineering information engineeringMathematics educationEnseñanza superiorPsychologybusiness0503 educationmedia_common
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Children's Involvement in the Design of Game-Based Learning Environments

2008

User involvementApplied psychologyGame based learningInteraction designPsychologyQuestionnaire response
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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…

letter knowledgeoppimisympäristöparental involvementSocial Psychologymedia_common.quotation_subjecteducationreading skillGame based learningComputer-Assisted InstructionGraphoGameDevelopmental psychologymotivationReading (process)learning environmentPedagogyta516technology-enhanced reading supportSchool based interventionta515Educational gamemedia_commonorthographydigital game-based learninglcsh:T58.5-58.64lcsh:Information technologyCommunicationPhonologyHuman-Computer Interactioneducational gamephonologySchool environmentPsychologyengagementHuman Technology: An Interdisciplinary Journal on Humans in ICT Environments
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Parental Attitudes toward Videogames at School

2019

Despite research having highlighted the positive outcomes of the use of videogames to learn, their integration into school contexts remains rare. Literature recognizes the importance of user’s technology acceptance to predict the intention to use and the adoption of new technology in several settings. So far, investigations have primarily focused on students’ and teachers’ opinions, while only a few studies have considered the role of parents. This study aimed to investigate the role of the dimensions of the technology acceptance model on parental preference (254 Italian parents) for the adoption of videogames in primary or secondary schools. Results revealed that 71% of the variance of par…

parental attitudeGeneral Computer ScienceAge differencesbusiness.industryVideogameschoolGame based learningVideogamesUsabilityLibrary and Information SciencesEducationDevelopmental psychologySettore M-PSI/04 - Psicologia Dello Sviluppo E Psicologia Dell'EducazioneVideogames school parental attitudeSettore M-PSI/01 - PSICOLOGIA GENERALEPsychologybusiness
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Cyber security exercise : Literature review to pedagogical methodology

2019

This paper is a literature review, where we try to find out pedagogical principles has used in different virtual or simulated industry learning environments. The purpose is to use these findings to create in the future a new model for teaching in cyber security exercises. Cyber security exercises are the major service at JYVSECTEC - Jyväskylä Security Technology, cyber security research, training and development center in Finland [1]. JYVSECTEC Cyber security exercises are executed in real life simulation environment, RGCE (Realistic Global Cyber Environment) [1]. It provides the same functionality as the real Internet, but it is isolated from the real Internet and fully controlled by JYVSE…

pelillistäminensimulation pedagogyexercisegame based learningsimulaatioharjoitteluharjoituksetSociologyyhteisöllinen oppiminenComputer securitycomputer.software_genrekyberturvallisuuscomputer
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