Search results for "Game-Based Learning"

showing 10 items of 19 documents

Book review: Shaules, Joseph (2015). The Intercultural Mind : Connecting Culture, Cognition, and Global Living

2015

digital game-based learningoppimisympäristöparental involvementmotivationGraphoGameengagement
researchProduct

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
researchProduct

GraphoGame – a catalyst for multi-level promotion of literacy in diverse contexts

2015

GraphoGame (GG) is originally a technology-based intervention method for supporting children with reading difficulties. It is now known that children who face problems in reading acquisition have difficulties in learning to differentiate and manipulate speech sounds and consequently, in connecting these sounds to corresponding letters. GG was developed to provide intensive training in matching speech sounds and larger units of speech to their written counterparts. GG has been shown to benefit children with reading difficulties and the game is now available for all Finnish school children for literacy support. Presently millions of children in Africa fail to learn to read despite years of pr…

media_common.quotation_subjectlcsh:BF1-990GAMECHILDRENGraphoGameliteracyLiteracyPromotion (rank)READING-RELATED SKILLSReading (process)Intervention (counseling)Mathematics educationmedicineMethodsPsychologyMobile technologyGeneral Psychologyta515media_commonreading interventionRISKACQUISITION4. EducationLanguages of AfricaDyslexiamedicine.diseaseLinguisticsgame-based learninglcsh:Psychologymobile technologyWriting systemORTHOGRAPHIESSCHOOLlukutaitoAfrica516 Educational sciencesPsychologyDIFFICULTIESINTERVENTIONDYSLEXIAFrontiers in Psychology
researchProduct

Adaptive Vocabulary Learning Environment for Late Talkers

2016

The main aim of this research is to provide children who have an early language delay with an adaptive way to train their vocabulary taking into account individuality of the learner. The suggested system is a mobile game-based learning environment which provides simple tasks where the learner chooses a picture that corresponds to a played back sound from multiple pictures presented on the screen. Our basic assumption is that the more similar the concepts (in our case, words) are, the harder the recognition task is. The system chooses the pictures to be presented on the screen by calculating the distances between the concepts in different dimensions. The distances are considered to consist o…

VocabularySLIComputer scienceProcess (engineering)media_common.quotation_subjectSpeech recognitioncomputer.software_genre050105 experimental psychologyTask (project management)self adaptive learning03 medical and health sciences0302 clinical medicineSimple (abstract algebra)Factor (programming language)Similarity (psychology)ta5160501 psychology and cognitive scienceslate talkersmedia_commoncomputer.programming_languageta113business.industryLearning environment05 social sciencesadaptive learningvocabulary learninggame-based learningFacilitationArtificial intelligencebusinesscomputer030217 neurology & neurosurgeryNatural language processingProceedings of the 8th International Conference on Computer Supported Education
researchProduct

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
researchProduct

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
researchProduct

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
researchProduct

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
researchProduct

Children's involvement in the design of game-based learning environments

2008

Osallistuminen teknologian suunnitteluun tarjoaa lapsille arvokkaita kokemuksia. Tilaisuus päästä ottamaan osaa todellisen sovelluksen kehittämiseen kiinnostaa ja motivoi lapsia sekä toimii myös monenlaisten taitojen oppimistilanteena, Tuula Nousiainen kertoo. Lasten osallistuminen osoittautui tärkeäksi myös kehittäjille, jotka paitsi saivat lapsilta runsaasti ideoita, myös kokivat lasten kanssa toimimisen motivoineen työskentelyään.Nousiainen tutki kahta oppimispelisovelluksen suunnitteluprojektia, jotka toteutettiin yhdessä koululuokkien kanssa. Tavoitteena oli tutkia ja kehittää toimintatapoja lapsilähtöiseen teknologian suunnitteluun. Tutkimuksessa muodostettiin monitieteinen lapsilähtö…

teknologiakasvatususer involvementteknologiagame-based learning environmentschildren's participationdevelopment researchtietotekniikkalapsetoppimispelit
researchProduct

Is There Hope for First Graders at the Lowest Percentiles? : The Roles of Self-Efficacy, Task Avoidance, and Support in the Development of Reading Fl…

2022

Self-efficacious children are expected to be more task-focused in challenging achievement situations and consequently have better chances of overcoming learning difficulties than children who have lower self-efficacy. The present study investigates this presumption with Finnish-speaking first graders struggling with reading acquisition ( N = 285). The development of the children’s reading fluency, self-efficacy, and task avoidance was followed from the middle of Grade 1 to the end of Grade 2, and a 6-week mobile game-based intervention was administered to those who exhibited the greatest risk for reading disabilities (≤ 5th percentile). Exploratory structural equation modeling was used to …

minäpystyvyystask avoidancealakoululaisetsujuvuusmobile game-based learninginterventiotutkimuslukeminenoppimispelitEducationreading fluencyBehavioral NeuroscienceGeneral Health Professionsreading difficultieslukihäiriötself-efficacyintervention
researchProduct