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Journal ArticleDOI

Digital Games in Education: The Design of Games-Based Learning Environments

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TLDR
An examination of the evolution of the design of videogames is a good way to analyze the main contributions and characteristics of games-based learning environments and the main obstacles and challenges to the use of games for learning.
Abstract
In recent years, electronic games have assumed an important place in the lives of children and adolescents. Children acquire digital literacy informally, through play, and neither schools nor other educational institutions take sufficient account of this important aspect. We consider that multimedia design for training and education should combine the most powerful features of interactive multimedia design with the most effective principles of technologically-mediated learning. An examination of the evolution of the design of videogames is a good way to analyze the main contributions and characteristics of games-based learning environments. At the same time, we will discuss the main obstacles and challenges to the use of games for learning.

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Journal ArticleDOI

Mobile Game-Based Learning in Secondary Education: Engagement, Motivation and Learning in a Mobile City Game

TL;DR: The effects of a mobile city game called Frequency 1550, which was developed by The Waag Society to help pupils in their first year of secondary education playfully acquire historical knowledge of medieval Amsterdam, were investigated in terms of pupil engagement in the game, historical knowledge, and motivation for History in general and the topic of the Middle Ages in particular.
Journal ArticleDOI

The effect of games and simulations on higher education: a systematic literature review

TL;DR: The main objective is to study the impact of games and simulations with regard to achieving specific learning objectives, and results indicate that games and/or simulations have a positive impact on learning goals.
Journal ArticleDOI

An online game approach for improving students' learning performance in web-based problem-solving activities

TL;DR: The experimental results showed that the proposed approach not only significantly promoted the flow experience, learning attitudes, learning interest and technology acceptance degree of the students, but also improved their learning achievements in the web-based problem-solving activity.
Journal ArticleDOI

The effects of game strategy and preference‐matching on flow experience and programming performance in game‐based learning

TL;DR: Investigation of the effects of game strategy and preference‐matching on novice learners’ flow experience and performance in learning to program using an experiential gaming activity showed that the challenging group had higher flow experiences than the matching‐challenging group.
Journal ArticleDOI

Problem solving and collaboration using mobile serious games

TL;DR: In this paper, a series of learning activities based on Mobile Serious Games (MSGs) for the development of problem solving and collaborative skills in Chilean 8th grade students were implemented.
References
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Book

Understanding Media: The Extensions of Man

TL;DR: Lapham as discussed by the authors re-evaluated McLuhan's work in the light of the technological as well as the political and social changes that have occurred in the last part of this century.
Book

What Video Games Have to Teach Us About Learning and Literacy

TL;DR: Good computer and video games like System Shock 2, Deus Ex, Pikmin, Rise of Nations, Neverwinter Nights, and Xenosaga: Episode 1 are learning machines as mentioned in this paper.
Book

Digital Game-Based Learning

Marc Prensky
TL;DR: Green and Bavelier as discussed by the authors found that playing "action" video and computer games has the positive effect of enhancing student's visual selective attention, but that finding is just one small part of a more important message that all parents and educators need to hear: Video games are not the enemy, but the best opportunity we have to engage our kids in real learning.

Digital Game-Based Learning

Marc Prensky
TL;DR: Parents and educators need to hear that video games are not the enemy, but the best opportunity the authors have to engage their kids in real learning.
BookDOI

Perspectives on Activity Theory

TL;DR: Engestrom et al. as discussed by the authors discuss the content and unsolved problems of activity theory and individual and social transformation, and propose a link between object relations theory and activity theory by way of the procedural sequence model.