Beyond Edutainment Exploring the Educational Potential of Computer Games

Computer games have attracted much attention over the years, mostly attention of the less flattering kind.

Author: Simon Egenfeldt-Nielsen

Publisher: Lulu Press, Inc

ISBN: 9781447693598

Category: Education

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Computer games have attracted much attention over the years, mostly attention of the less flattering kind. This has been true for computer games focused on entertainment, but also for what for years seemed a sure winner, edutainment. These years the area has gained new momentum and labels - game-based learning, serious games and educational games are just some of them. This dissertation aims to be a contribution to understanding educational use of computer games by building a framework that goes beyond edutainment. The framework laid out extends from an experiential learning approach, where concrete experiences are the starting point that can be transformed through reflection, instruction and active experimentation. It is concluded that computer games provide rich concrete experience that can be manipulated in the game universe providing more handles for the student compared to other media formats.
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Beyond Fun

Practical. barriers. in. using. educational. computer. games. Simon Egenfeldt-Nielsen. Introduction. The discussion of the educational potential of computer games have raged for more than 30 years, and even longer if we include ...

Author: Drew Davidson

Publisher: Lulu.com

ISBN: 9780557007509

Category: Computer games

Page: 198

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This book focuses on strategies for applying games, simulations and interactive experiences in learning contexts. A facet of this project is the interactive and collaborative method in which it was created. Instead of separated individual articles, the authors and editors have orchestrated the articles together, reading and writing as a whole so that the concepts across the articles resonate with each other. It is our intention that this text will serve as the basis of many more discussions across conference panels, online forums and interactive media that in turn will engender more special collaborative issues and texts.
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Handbook of Research on Improving Learning and Motivation through Educational Games Multidisciplinary Approaches

Practical barriers in using educational computer games. ... Third generationeducational use of computer games. Educational Multimedia and Hypermedia, 16(3), ... Beyond edutainment: Exploring the educational potential of computer games.

Author: Felicia, Patrick

Publisher: IGI Global

ISBN: 9781609604967

Category: Education

Page: 1462

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"This book provides relevant theoretical frameworks and the latest empirical research findings on game-based learning to help readers who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design"--Provided by publisher.
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Design and Implementation of Educational Games Theoretical and Practical Perspectives

But should those concerns neglect the educational potential of computer games? Computer games are able to generate enormous levels of motivaDOI: 10.4018/978-1-61520-781-7.ch008 tional drive for game players as opposed to formal classes ...

Author: Zemliansky, Pavel

Publisher: IGI Global

ISBN: 9781615207824

Category: Medical

Page: 540

View: 521

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"This book will give readers a solid understanding of issues in educational game design and deployment in the classroom"--Provided by publisher.
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Scaling up Learning for Sustained Impact

With the increasing rise of the Information and Communications Technologies, teachers and academic institutions ... There has been furthermore an increasing attempt to explore the educational potential of computer games in the area of ...

Author: Davinia Hernández-Leo

Publisher: Springer

ISBN: 9783642408144

Category: Computers

Page: 650

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This book constitutes the refereed proceedings of the 8th European Conference on Technology Enhanced Learning, EC-TEL 2013, held in Paphos, Cyprus, in September 2013. The 31 full papers, 18 short papers, 14 demonstrations and 29 posters presented were carefully reviewed and selected from 194 submissions. The papers are organized in topical sections. The topics addressed include open educational resources (OER), massive open online courses (MOOC), schools of the future, orchestration of learning activities, learning networks, teacher networks, bring your own device (BYOD), social media, learning analytics, personalization, mobile learning, computer-supported collaborative learning, game-based and simulation-based learning, and learning design.
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Technology Enhanced Systems and Tools for Collaborative Learning Scaffolding

Educators as well as technicians are captivated of the idea of utilizing the motivational potential and the rich virtual worlds of today's computer games. To use the full educational potential of computer games a strong personalization ...

Author: Thanasis Daradoumis

Publisher: Springer Science & Business Media

ISBN: 9783642198137

Category: Computers

Page: 312

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Technology-Enhanced Systems and Tools for Collaborative Learning Scaffolding is a major research theme in CSCL and CSCW research community. This book presents up-to-date research approaches for developing technology-enhanced systems and tools to support functional online collaborative learning and work settings. It comprises a variety of research topics that span from the study of frameworks and infrastructures that foster collaborative learning and work through the application of different methods (distributed e-learning repositories, content creation and customization, social networks, collaborative ontologies building, and educational games) to the use of personalization and adaptation techniques to support the development of more powerful e-collaboration settings, including methodologies and tools for analyzing students' interactions with the aim to increase students' collaborative behaviors, performance and group organization. Researchers will find in this book the latest trends in these research topics, which gives them the opportunity to deepen further on the above issues and to extend their knowledge to other areas. Academics will find practical insights on how to use conceptual and experimental approaches in their daily tasks. Developers from CSCL community can be inspired and put in practice the proposed models and evaluate them for the specific purposes of their own work and context.
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Handbook of Research on Instructional Systems and Technology

A review of literature in educational games and technology reveals that game-based learning can contribute to increasing students' ... The chapter discusses and examines the educational potential of computer games in language learning.

Author: Kidd, Terry T.

Publisher: IGI Global

ISBN: 9781599048666

Category: Computers

Page: 1110

View: 699

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"This book provides information on different styles of instructional design methodologies, tips, and strategies on how to use technology to facilitate active learning and techniques to help faculty and researchers develop online instructional and teaching materials. It enables libraries to provide a foundational reference for researchers, educators, administrators, and others in the context of instructional systems and technology"--Provided by publisher.
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Gaming and Simulations Concepts Methodologies Tools and Applications

Humour in game-based learning. Learning, Media & Technology. Special Issue: Digital Games and Learning, 31(4), 411–424. Egenfeldt-Nielsen, S. (2005). Beyond edutainment: Exploring the educational potential of computer games ...

Author: Management Association, Information Resources

Publisher: IGI Global

ISBN: 9781609601966

Category: Games & Activities

Page: 2164

View: 925

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"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.
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ECGBL2014 8th European Conference on Games Based Learning

In D. C. Berliner & R. C. Calfee (Eds.), Handbook of educational psychology (pp. 491–549). New York: Macmillan. Egenfeldt‐Nielsen, S. (2005) Beyond Edutainment: Exploring the Educational Potential of Computer Games, PhD thesis, ...

Author: Carsten Busch

Publisher: Academic Conferences and Publishing International

ISBN: 9781910309551

Category:

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