Search results for "educational game"

showing 10 items of 14 documents

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…

Computer sciencearviointimenetelmätmedia_common.quotation_subjectreading assessmentEducation03 medical and health sciences0302 clinical medicineReading assessmentHuman–computer interactionReading (process)paper-and-pencil testingEvaluation methodsreading difficultiesReliability (statistics)media_commonEducational game4. Education05 social sciences050301 educationoppimispelitComputer Science ApplicationsIdentification (information)educational gamegame-based assessmentcomputer-based assessmentGame basedlukihäiriöt0503 education030217 neurology & neurosurgery
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Evaluations of an Experiential Gaming Model

2006

This paper examines the experiences of players of a problem-solving game. The main purpose of the paper is to validate the flow antecedents included in an experiential gaming model and to study their influence on the flow experience. Additionally, the study aims to operationalize the flow construct in a game context and to start a scale development process for assessing the experience of flow in game settings. Results indicated that the flow antecedents studied—challenges matched to a player’s skill level, clear goals, unambiguous feedback, a sense of control, and playability—should be considered in game design because they contribute to the flow experience. Furthermore, the indicators of t…

ComputingMilieux_PERSONALCOMPUTINGeducational gamesgame designflow experienceengagement
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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)? …

Didácticas aplicadasUNESCO::FILOSOFÍAJocs educatiusEducational games:FILOSOFÍA [UNESCO]TeachingPhilosophy -- Study and teachingComputingMilieux_COMPUTERSANDEDUCATIONHumanidadesPsicología y educaciónFilosofía. EticaFilosofia -- EnsenyamentDidàctica
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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…

ESLGame and LearningEducational gameForeign LanguageGamification Teaching Foreign Languages.Settore L-LIN/02 - Didattica Delle Lingue ModerneSettore M-PED/03 - Didattica E Pedagogia Speciale
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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…

Knowledge managementProcess managementPerioperative nursingPoint (typography)oppiminenbusiness.industryComputer scienceProcess (engineering)game developmentoppimispelitperioperatiivinen hoitotyöeducational application successpelitWork (electrical)perioperative nursingOrder (business)Educational strategyDesign processbusinessnursing competenciesEducational gamehoitotyöoppimistavoitteet
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Games: Artefacts in Gameplay

2016

This chapter reviews the past and looks to the future of the potential for games and gameplay to provide opportunity for engaging in mathematical activity. This review a glimpse into a possible future is conducted with a specific focus on the role of artefacts in gameplay. The chapter is in four sections. The first section considers the range of games; the second section considers artefacts in games and gameplay; the third section addresses games in mathematics education; and the final section looks to future development.

Mathematical thinking0508 media and communications05 social sciencesSection (typography)ComputingMilieux_PERSONALCOMPUTINGMathematics education050301 education050801 communication & media studiesSociology0503 educationEducational game
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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 …

Rural Populationserious gamesInternet privacyPsychological interventionmaternal healthMantraLMICNepalIntervention (counseling)Health careHumansChildmHealthOriginal Researchbusiness.industryPublic Health Environmental and Occupational HealthUsabilityneonatal healthMobile Applicationsknowledge gainChild mortalityeducational gameVideo GamesmHealthCommunity healthVDP::Samfunnsvitenskap: 200FemalePublic HealthBusinessPublic aspects of medicineRA1-1270Delivery of Health CareFrontiers in Public Health
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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.

business.industryLearning environmentVocational educationPedagogyComputingMilieux_COMPUTERSANDEDUCATIONInformation technologyUse of technologyEveryday lifebusinessPsychologyEducational trainingEducational game
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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…

informal learninggameplay motivationnon-educational gamespelitpelaaminenself-determinationwellbeing outcomesoppimistuloksettietokonepelitdigitaaliset pelitinformaali oppiminen
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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 …

informal learningmotivaationon-educational gameserilaiset oppijatoppimistyylitmieltymyksetgameplay motivesoppimistuloksetpelitutkimusinformaali oppiminenlearning outcomespelitlearner typesgameplay preferencespelaajatdigitaaliset pelit
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