5 research outputs found

    Teachers as designers of GBL scenarios: Fostering creativity in the educational settings

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    This paper presents a research started in 2010 with the aim of fostering the creativity of teachers through the design of Game-Based Learning scenarios. The research has been carried out involving teachers and trainers in the co-design and implementation of digital games as educational resources. Based on the results grained from the research, this paper highlights successful factors of GBL, as well as constraints and boundaries that the introduction of innovative teaching and learning practices faces within educational settings

    Augmented Reality Board Game for supporting learning and motivation in an indigenous community

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    Teachers and Designers of educational technology are interested in implementing different technologies in the classroom, mainly because they have benefits for the learning and teaching process. Thus, studies over the implications of certain technologies ought to be done. In this paper, we present an experience on the utilization of an Augmented Reality Board Game (ARBG) Co-Designed by Teachers and Designers. The ARBG was used in a case study with Teachers and Students from an indigenous community shelter in the Colombian southwest where The Teachers proposed, as the Learning Objective, the appropriation of traditions and family values of the community. This study shows the process of design of the ARBG, the evaluation in the classroom and the results on Learning Gains and motivation which was conducted in-situ with students from the indigenous school with positive results

    Universal Game Design for Learning: an innovative methodology to integrate into school and university curricula

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    Novel educational technologies and methodologies that create enthusiasm among students and promote learner engagement are becoming instructional priorities across all disciplines of STEM (Science, Technology, Engineering, and Mathematics). For example, Game-Based Learning has established itself as a methodology that addresses students engagement at different levels (student-centered learning, constructivist approach, shared social experience, systems thinking and so on). In this paper we show a generalized Game Design Methodology (GDM), which consists of four phases and includes the basic principles of the Universal Design for Learning (UDL) framework. Each phase of the proposed Universal Game-Design for Learning (UGDL) method is designed to allow students and teaching staff to develop the game and assess its progress throughout the entire process.Le nuove tecnologie e metodologie didattiche che creano entusiasmo negli studenti e promuovono il loro impegno stanno diventando priorità didattiche nell’insegnamento di tutte le discipline STEM (Science, Technology, Engineering, and Mathematics). A questo proposito, l’apprendimento basato sui giochi si è recentemente affermato come una metodologia che stimola il coinvolgimento degli studenti a diversi livelli (apprendimento centrato sullo studente, approccio costruttivista, esperienza sociale condivisa, pensiero sistemico e così via). In questo articolo, discutiamo una generalizzazione della metodologia di progettazione dei giochi (GDM), composta da quattro fasi, attraverso l’inclusione dei principi di base dell’Universal Design for Learning (UDL). Ogni fase del metodo risultante e qui definito Universal Game-Design for Learning (UGDL) è progettata per consentire a studenti e docenti di sviluppare il gioco e valutarne i progressi durante l'intero processo

    Game-Based Learning, Gamification in Education and Serious Games

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    The aim of this book is to present and discuss new advances in serious games to show how they could enhance the effectiveness and outreach of education, advertising, social awareness, health, policies, etc. We present their use in structured learning activities, not only with a focus on game-based learning, but also on the use of game elements and game design techniques to gamify the learning process. The published contributions really demonstrate the wide scope of application of game-based approaches in terms of purpose, target groups, technologies and domains and one aspect they have in common is that they provide evidence of how effective serious games, game-based learning and gamification can be
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