112,630 research outputs found

    Managing the development of digital educational games

    Get PDF
    Based on the practical experience of developing webbased educational games in a joint universities project in Hong Kong, the authors discuss a 'seven-stage rapid game development model' with a 'dynamic fine tuning' of team composition. Reflection on lessons learned from the practical experience is described. © 2010 IEEE.published_or_final_versionThe 3rd IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL), Kaohsiung, Taiwan, 12-16 April 2010. In Proceedings of the 3rd DIGITEL, 2010, p. 191-19

    Identifikasi Kebutuhan untuk Pengembangan Game Edukasi tentang Pengolahan Benih Kacang Hijau bagi Siswa Sekolah Dasar

    Get PDF
    Research on educational games for managing green bean seeds is important because it can increase children's understanding of agriculture, ecosystems and environmental responsibility. This also supports the development of ecological awareness from an early age and encourages future generations to care more about nature. Therefore, this research aims to identify the need for educational games that can facilitate students learning to manage green bean seeds. The research method is mixed research. The data collected is in the form of quantitative and qualitative data. Quantitative data collection techniques through giving questionnaires to 19 elementary school students. Qualitative data was obtained from observations of learning activities with the research subject, namely Grade 5 teachers. Quantitative data was analyzed through descriptive analysis with percentages, and qualitative data was analyzed using the Bogdan and Biklen model. The results of the analysis of observation activities during learning show that teachers still dominate material delivery activities, and rarely use digital learning media because they are limited to text-based learning media. This is also reinforced by student questionnaire responses which show that the majority of students are familiar with using Android smartphones. However, their smartphone use is mostly for entertainment such as watching YouTube and playing games, not for learning purposes. From the results of this research, it is clear that there are opportunities for developing educational games because students prefer to use smartphones to access games. Furthermore, most of them expressed interest in using this educational game so they could learn the material at home

    Reviews

    Get PDF
    Brian Clegg, Mining The Internet — Information Gathering and Research on the Net, Kogan Page: London, 1999. ISBN: 0–7494–3025–7. Paperback, 147 pages, £9.99

    Machinima interventions: innovative approaches to immersive virtual world curriculum integration

    Get PDF
    The educational value of Immersive Virtual Worlds (IVWs) seems to be in their social immersive qualities and as an accessible simulation technology. In contrast to these synchronous applications this paper discusses the use of educational machinima developed in IVW virtual film sets. It also introduces the concept of media intervention, proposing that digital media works best when simply developed for deployment within a blended curriculum to inform learning activity, and where the media are specifically designed to set challenges, seed ideas, or illustrate problems. Machinima, digital films created in IVWs, or digital games offer a rich mechanism for delivering such interventions. Scenes are storyboarded, constructed, shot and edited using techniques similar to professional film production, drawing upon a cast of virtual world avatars controlled through a human–computer interface, rather than showing real‐life actors. The approach enables academics or students to make films using screen capture software and desktop editing tools. In student‐generated production models the learning value may be found in the production process itself. This paper discusses six case studies and several themes from research on ideas for educational machinima including: access to production; creativity in teaching and learning; media intervention methodology; production models; reusability; visualisation and simulation

    Aligning operational and corporate goals: a case study in cultivating a whole-of-business approach using a supply chain simulation game

    Get PDF
    This paper outlines the development and use of an interactive computer-based supply chain game to facilitate the alignment of disconnected operational and corporate goals. A multi-enterprise internal cattle supply chain was simulated targeting the operational property managers and the overall impacts of their decision making on corporate goals A three stage multidisciplinary approach was used. A case study based financial analysis was undertaken across the internal cattle supply chain, a participative action research component (developing the game to simulate the flow of product and associated decisions and financial transactions through the internal supply chain of the company for different operational scenarios using measurable and familiar operational and financial criteria as tracking tools), and a qualitative analysis of organisational learning through player debriefing following playing the game. Evaluation of the managers' learning around the need for a change in general practice to address goal incongruence was positive evidenced by changes in practice and the game regarded by the users as a useful form of organisational training. The game provided property managers with practical insights into the strategic implications of their enterprise level decisions on the internal supply chain and on overall corporate performance. The game is unique and is a tool that can be used to help address an endemic problem across multi-enterprise industries in the agrifood sector in Australia

    Emerging technologies for learning (volume 2)

    Get PDF
    • 

    corecore