Search results for "Game-Based Learning"

showing 10 items of 19 documents

Why Digital Games Can Be Advantageous in Vocabulary Learning

2021

Vocabulary learning is an integral part of language learning; however, it is difficult. Although there are many techniques proposed for vocabulary learning and teaching, researchers still strive to find effective methods. Recently, digital games have shown potentials in enhancing vocabulary acquisition. A majority of studies in digital game-based vocabulary learning (DGBVL) literature investigate the effectiveness of DGBVL tasks. In other words, there are enough answers to what questions in DGBVL literature whereas why questions are rarely answered. Finding such answers help us learn more about the structure of the DGBVL tasks and their effects on vocabulary learning. Hence, to achieve this…

050101 languages & linguisticsLinguistics and LanguageVocabularyComputer sciencemedia_common.quotation_subject0211 other engineering and technologies02 engineering and technologycomputer.software_genrelanguage learningLanguage and LinguisticsInteractivitysanavarastoEncoding (memory)0501 psychology and cognitive sciencessanatword learningkielen oppiminenmedia_commonStructure (mathematical logic)digital game-based learningRepetition (rhetorical device)business.industrydigital game05 social sciences021107 urban & regional planningDUAL (cognitive architecture)Language acquisitionvocabulary learningVocabulary learningArtificial intelligencebusinesscomputerdigitaaliset pelitNatural language processingTheory and Practice in Language Studies
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Dal game-based learning ai serious games: alcune prospettive per l’apprendimento mediato dalla tecnologia digitale

2023

In the last years, serious games have become popular in media education as they are useful tools in engaging, motivating, and helping students learn. However, few studies investigate the long-term effects of game-based learning, and many scholars declare themself skeptical about the learning mediated by digital technology. This paper reflects on the importance of new media and serious games for young people belonging to the Net Generation as defined by Prensky. In particular, I support the idea that game-based learning reflects a broader change in our society, coinciding with the rise of the phenomenon of Gamification and the Homo Ludens paradigm. Apart from the limitations of technology-me…

Augmented RealityMedia LiteracySociologySettore SPS/08 - Sociologia Dei Processi Culturali E ComunicativiGeneral Earth and Planetary SciencesSettore SPS/07 - Sociologia GeneraleGame-Based LearningMedia EducationSerious GameGeneral Environmental Science
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Toward Successfully Integrating Mini Learning Games into Social Virtual Reality Environments : Recommendations for Improving Open and Distance Learni…

2017

Social virtual reality environments, also known as 3D virtual immersive environments, are threedimensional computer-generated virtual spaces that are increasingly used in attendance-based and distance education. Thanks to their unique characteristics that separate them from two-dimensional virtual learning environments, social virtual reality environments can enhance distance education efficacy when used in combination with applying instructional methodologies such as situated learning, experiential learning and game-based learning. The authors of this paper describe the design and findings of a research study on game-based learning in social virtual immersive environments. The research met…

Engineeringserious gamesMultimediabusiness.industryDistance educationEducational technologyVirtual realityvirtual immersive environmentscomputer.software_genreverkko-oppiminengame-based learningpelillistäminenhyötypelitgamificationOpen and Distance Learning (ODL)businesscomputere-learningInstructional simulationvirtuaalimaailma
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Game-based learning supported by audience response tools: game proposals and preliminary assessment

2018

The so-called game-based learning strategies are based on introducing games in the classrooms to improve aspects such as student performance, concentration and effort. Currently, they provide a very useful resource to increase the motivation of university students, generating a better atmosphere among peers and between student and teacher, which in turn is generally translated into better academic results. However, the design of games that successfully achieve the desired teaching-learning objectives is not a trivial task. This work focuses on the design of games that allow the assessment of ICT-related university subjects. Specifically, three different games are proposed, all based on stud…

Game designHigher educationEducational systemsGame based learning010501 environmental sciences01 natural sciencesUndergraduate educationGame design0502 economics and businessMathematics educationComputingMilieux_COMPUTERSANDEDUCATIONLearningGame-based learning0105 earth and related environmental sciencesOnline platformsbusiness.industryTeaching05 social sciencesUndergraduate educationHigher EducationPsychologybusiness050203 business & managementAudience responseEducational systems
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Supporting struggling readers with digital game-based learning

2019

This study investigates the effectiveness of a digital game—GraphoLearn (GL)—in supporting second-grade students who have persistent difficulties with acquiring accurate and fluent reading skills. The participants (N = 37) were randomly assigned either to a 6-week intervention including sessions with GL, in addition to school-provided support, or a control group receiving only school-provided support. The intervention took place at the students’ homes and schools under the supervision of their parents and teachers. The results showed that the children who received the GL intervention developed significantly faster in word reading than the control group. Moreover, their reading development w…

GraphoLearn050101 languages & linguisticsReading disabilitymedia_common.quotation_subjectTeaching methodeducationEducationDevelopmental psychologyFluencyoppimisvaikeudetmotivationIntervention (counseling)Reading (process)tietokoneavusteinen oppiminen0501 psychology and cognitive sciencesserious gamemedia_commondigital game-based learning05 social sciencesreading disabilityEducational technology050301 educationSpellingoppimispelitReading comprehensionhyötypelitlukutaitoPsychologylukihäiriöt0503 educationengagement
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LaboratorioRPGDocente: Un game-based learning para combatir la situación causada por la COVID-19 en instituciones educativas.

2021

[EN] Due to the pandemic caused by COVID-19, several educational institutions have been forced to close their facilities, and practical courses -such as laboratory practices- were impossible to carry out. Game-based learning can be found among many different digital learning techniques, and it consists in teaching the contents as a transversal inmersive element. This work will be focused on a simulation videogame, which allows the students to understand the simulated environment and to develop certain skills based on their interaction with the game interface. One of the main characteristics of these kind of video games is their high degree of realism. More specifically, in this project, stu…

Innovación educativaRPGMakerLaboratorioEducación superiorCOVID-19Enseñanza superiorTecnologías y educaciónSimulaciónGame-based learningSimulationLaboratoryLibro de Actas IN-RED 2021: VII Congreso de Innovación Edicativa y Docencia en Red
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Why Do Teachers Use Game-Based Learning Technologies? The Role of Individual and Institutional ICT Readiness

2015

This paper investigates how different individual and institutional factors pertaining to ICT readiness influence teachers’ adoption of game-based learning technologies. The data were gathered from Finnish primary, lower secondary and upper secondary school teachers (N=1668) with an online survey. The results indicate that openness towards ICT, ICT attitude and the ICT compatibility with teaching positively influence the perceived value whereas openness towards ICT, supportive organizational ICT culture, ICT selfefficacy and ICT compatibility with teaching positively influenced the actual use of game-based learning technologies. However, the structural model could explain only little of the …

Knowledge managementserious gameskoulutusteknologiamedia_common.quotation_subjectGame based learningeducational technologySchool teacherspelillistäminentechnology acceptanceOpenness to experienceta516gamificationadoptione-learningActual usemedia_commonta113Secondary levelVariablesbusiness.industryInformation technologyadoptiogame-based learninghyötypelitInformation and Communications TechnologybusinessPsychology
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How to Raise Different Game Collaboration Activities : The Association Between Game Mechanics, Players' Roles and Collaboration Processes

2018

Background. Designing collaborative three-dimensional (3D) learning games is one way to enhance the quality of learning and respond to the needs of working life. However, there is little research on how to apply different game mechanics to support different educational aims.Aim. This study determines how game mechanics implemented within computer-supported collaboration roles (scripted vs. emergent) are associated with the emergence of collaboration.Method. The research at hand applies both qualitative and quantitative content analysis. The target group consisted of 15 vocational school students. The data were gathered by recording the groups’ discussions and saving the game logs. A total o…

Knowledge managementsynchronous gamingoppiminenAssociation (object-oriented programming)media_common.quotation_subjectpelisuunnitteluGame based learning050801 communication & media studiespelit0508 media and communicationsGame designscripted rolesta616Quality (business)ta516tietämysmedia_commonemergent rolesta113Working lifeGame mechanicslearningbusiness.industry05 social sciences050301 educationGeneral Social SciencesjakaminenComputer Science ApplicationsKnowledge sharinggame-based learningknowledge constructiongame designPsychologybusinessknowledge sharingroles0503 educationroolitSimulation and Gaming
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Media landscape e media education: quale ruolo per i serious games?

2022

I serious games hanno dimostrato di essere un valido strumento nel campo dell’istruzione per coinvolgere, motivare e aiutare gli studenti ad apprendere. Tuttavia, gli studiosi non escludono i limiti e i rischi di un modello incentrato sul game-based learning. Questo articolo si propone di riflettere sui pro e i contro dei serious games nella media education e, in particolare, su come i serious games possono essere uno strumento utile per insegnanti ed educatori. Serious games are a powerful tool in media education to engage, motivate, and help students learn. However, scholars do not exclude the limits and risks of such a model focused on game-based learning. This paper aims to reflect on t…

MediaSettore SPS/08 - Sociologia Dei Processi Culturali E ComunicativiICTSettore SPS/07 - Sociologia GeneraleGame-based learningSerious GameEducation
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Gamifying the Escape from the Engineering Method Prison

2018

Software Engineering is an engineering discipline but lacks a solid theoretical foundation. One effort in remedying this situation has been the SEMAT Essence specification. Essence consists of a language for modeling Software Engineering (SE) practices and methods and a kernel containing what its authors describe as being elements that are present in every software development project. In practice, it is a method agnostic project management tool for SE Projects. Using the language of the specification, Essence can be used to model any software development method or practice. Thus, the specification can potentially be applied to any software development context, making it a powerful tool. Ho…

Process (engineering)Computer sciencemedia_common.quotation_subjectohjelmistotuotantoPrisonContext (language use)02 engineering and technologyessencepelillistäminenSoftwaresoftware engineering practices020204 information systems0202 electrical engineering electronic engineering information engineeringProject managementserious gamemedia_commonta113business.industryMethod engineeringSEMATSoftware development020207 software engineeringproject managementEngineering managementgame-based learningWork (electrical)hyötypelitprojektinhallintasoftware engineering methodsbusiness
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