70 research outputs found

    Learning through Game Modding.

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    We seek to understand how modifying, or modding, existing games can lead to various forms of learning

    Using Game Modding to Promote and Provide Basic IT Skills to a Female Audience.

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    Many researchers have argued for the use of video games as a useful learning tool. This presentation examines the use of video game modding in motivating female students to learn basic IT skills

    Middle-to-High School Girls as Game Designers – What are the Implications?

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    The percentage of young women choosing educational paths leading to science and technology-based employment has been dropping for several years. In our view, the core cause for this phenomenon is not a lack of ability, but rather a combination of low self efficacy, misconception of the IT field, and lack of interest and social support from families and peers. The specific aim of this paper is to discuss a case study – a class named Gaming for Girls. This class was offered to middle and high school girls three times from Fall 05 to Summer 06. In these classes, female students assumed the role of designers and developers engaged in developing their own games using commercial game engines. Based on this experience, we assert that through the activity of designing games using game engines, girls can (a) gain an understanding of the game development process, (b) acquire computer science skills, and (c) increase their confidence level with regards to computing

    Let’s Kahoot! A game-based technology for creating engagement and promoting active learning

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    Nowadays, the development of technology plays an essential role in many aspects of human life. People activity cannot be separated with the assistance of technology, including in education. Teachers often utilise technology to transform the information, make students motivated and engaged, and assess the progress of the learnt materials. Among the available technological tools, Kahoot is a digital game application that can be integrated into teaching. Teachers could use this application to promote active learning. This research aimed to explore the use of Kahoot in teaching as to increase students’ engagement and encourage active learning. The study reviewed 18 published research papers identifying teachers’ approaches in integrating Kahoot in their practices, the function and the effect of Kahoot in classroom environment within the context of EFL teaching. The result of review papers indicated that teachers utilised Kahoot to review and practice the learnt materials, and they used Kahoot at different times. All studies showed that the implementation of Kahoot could create a positive learning environment allowing students to participate actively. This study implies that teachers can integrate any digital game application into their teaching practices to make students engaged and promote active learning. However, teachers need to understand how to use the application correctly and identify whether the choice application is suitable for the students’ level and needs

    Games in Higher Education

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    International audienceThis entry presents an overview of how and why Learning Games are used in higher education.Learning Games can be defined as games that are designed to captivate the learners’ attention and facilitate their learning process. They have explicit educational purposes and can be used for teaching at all levels of education. All types of games can be used for learning: board games, card games, role-playing games, First Person Shooter games, simulation games, management games, puzzle games, treasure hunts…The main characteristic of Learning Games for higher education is the fact that they are designed to teach specific complex skills taught at university or during professional training programs. Unfortunately, it is not infrequent to observe strong opposition on the part of this target audience to this mode of learning, that these adult students associate with children.The use of Learning Games in primary school seems natural to teachers and is encouraged by specialists in didactics and neuroscience. This learning technique is much less frequently used in middle school and is almost completely absent from higher education. Yet teachers at all these levels are faced with the same problems, such as lack of motivation and investment, for which games are known to be an effective solution. This entry presents an overview of the games that can be used for higher education and the reasons why some teachers and students still show resistance to this type of learning. The numerous advantages of games for higher education will then be presented, citing games presently used in universities, in graduate schools and for professional training. Finally, thisDraft : Marfisi-Schottman I. (2019) Games in Higher Education. In: Tatnall A. (eds) Encyclopedia of Education and Information Technologies. Springer, Chamentry presents the current research questions that need to be addressed concerning the design of games for higher education and the acceptance of these games by teachers

    Using Mobile Technology to Promote Higher-Order Thinking Skills in Elementary Mathematics

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    The problem of rote-based learning in mathematics is well documented. Mobile technology can provide a potential solution, especially when application (app) design is based on sound pedagogical principles and gamification elements. However, an inventory of available mobile apps for mathematics reveals that many of the available apps are guided by a behaviorist perspective that favors repetition over meaningful learning. This paper reports on the design of mobile mathematics apps that harness gamification techniques to promote higher-order thinking skills (HOTS) even in basic elementary school concepts such as number comparison, and addition and subtraction. The integration of these apps in the classroom is also discussed

    Using Mobile Technology to Promote Higher-Order Thinking Skills in Elementary Mathematics

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    The problem of rote-based learning in mathematics is well documented. Mobile technology can provide a potential solution; especially when application (app) design is based on sound pedagogical principles and gamification elements. However; an inventory of available mobile apps for mathematics reveals that many of the available apps are guided by a behaviorist perspective that favors repetition over meaningful learning. This paper reports on the design of mobile mathematics apps that harness gamification techniques to promote higher-order thinking skills (HOTS) even in basic elementary school concepts such as number comparison; and addition and subtraction. The integration of these apps in the classroom is also discussed

    Modding de equipos informáticos como herramienta de aprendizaje en áreas STEM

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    [◄ES] El empleo de actividades que permitan mantener activo el interés al alumnado en distintas materias es un instrumento fundamental para mejorar el aprendizaje y ampliar conocimientos en todas las áreas educativas. Modding, derivado de la jerga inglesa modify (modificar), es una técnica consistente en cambiar varios aspectos de equipos informáticos. Por un lado, hacer más atractiva la parte física del ordenador y, por otro, mejorar las prestaciones de dichos equipos. Mediante la experiencia Modding presentada en este trabajo, a los estudiantes se les plantea un concurso dentro de las áreas denominadas STEM (Science, Technology, Engineering and Mathematics) con el propósito de mejorar, tanto visualmente como en términos de rendimiento, equipos informáticos, muchos de ellos en desuso, pero todavía funcionales. El concurso está abierto a todos los niveles del centro educativo, de forma interdisciplinar, ya que son varios los departamentos y asignaturas que pueden participar por encontrarse recogidos parte de los contenidos trabajados en la actividad dentro del currículo docente. Además, dicha interdisciplinariedad se amplía también a niveles de educación superior, haciendo partícipe del concurso al Departamento de Informática de la Universitat de València. En concreto, este último será el encargado de presentar a los participantes las distintas mejoras a nivel hardware y software que se pueden incluir para mejorar el rendimiento de equipos, como por ejemplo la refrigeración líquida, o la importancia de la ventilación en sus prototipos.Rodríguez Ruiz, A.; Ortigosa Araque, N. (2019). Modding de equipos informáticos como herramienta de aprendizaje en áreas STEM. En INNODOCT/18. International Conference on Innovation, Documentation and Education. Editorial Universitat Politècnica de València. 465-470. https://doi.org/10.4995/INN2018.2018.8794OCS46547
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