Papers in this group
1 - 20 of
227
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This short paper describes the Siren project, and interdisciplinary European project aimed at creating an adaptive serious game for teaching conflict resolution, and solve the research issues associated with this. We outline the challenges faced in…
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The aim of this paper and the one which follows is to explore how the potential of computer games may be taken up in schools to support learning engagement among students. It is not the intention of the papers to dismiss existing classroom practices…
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The focus of this paper is on the use of e-technologies to enable higher education to better assess aspects of learning that have proved difficult to assess using more conventional means. Higher education describes the knowledge and abilities it…
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Based on the exploratory study of a 3D multiuser virtual environment (3D MUVE), known as Quest Atlantis (QA), in a series of Primary Four (10- to 11- year-olds) Science lessons at Orchard Primary School in Singapore, this paper examines the issues…
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The fundamental aim of this contribution is to analyze the design of learning environments using videogames in schools. This analysis is the result of work done by our research team in primary and secondary education in Spain. Our interest is to…
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Using the Storytelling Alice programming environment to create computer-animated movies inspires middle school girls’ interest in learning to program computers.
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Despite their many successes, Intelligent Tutoring Systems (ITS) are not yet practical enough to be employed in the real world educational/training environments. We argue that this undesirable scenario can be changed by focusing on developing an ITS…
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The video game industry has been a major influence on students’ lives in recent years. Now researchers consider how games might be used in pursuit of engaging, effective learning experiences. Kurt Squire and Henry Jenkins describe five detailed…
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Good computer and video games like System Shock 2, Deus Ex, Pikmin, Rise of Nations, Neverwinter Nights, and Xenosaga: Episode 1 are learning machines. They get themselves learned and learned well, so that they get played long and hard by a great…
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Recent research related to the concept of interest is reviewed. It is argued that current constructs of motivation fail to include crucial aspects of the meaning of interest emphasized by classical American and German educational theorists. In…
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In this paper, I will describe my intuitions about what makes computer games fun. More detailed descriptions of the experiments and the theory on which this paper is based are given by Malone (1980a, 1980b). My primary goal here is to provide a set…
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Over the past two decades electronic games have become ingrained in our culture Children''s fixation with these games initially alarmed parents and educators, but educational researchers soon questioned whether the motivation to play could be tapped…
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The features of video games that contribute to effective learning are drawing increasing attention in the world of technology enhanced learning. To date, game based learning has focussed on the learning benefits provided by the inherent motivation,…
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Recent research has indicated that misuse of intelligent tutoring software is correlated with substantially lower learning. Students who frequently engage in behavior termed “gaming the system” (behavior aimed at obtaining correct answers and…


