Related papers: Computers in Secondary Schools: Educational Games
As technology advances, conceptualizations of effective strategies for teaching and learning shift. Due in part to their facilitation of unique affordances for learning, mobile devices, augmented reality, and games are all becoming more…
Educational games are commonly used to motivate students and provide enhanced learning opportunities. Apps and mobile games play an increasingly important role in education and smartphones are part of the daily lives of most female…
Children learn though play. We introduce the analogous idea of learning programs through play. In this approach, a program induction system (the learner) is given a set of tasks and initial background knowledge. Before solving the tasks,…
This paper introduces a collection of board games specifically chosen to serve as a basis for programming exercises. We examine the attractiveness of board games in this context as well as features that make a particular game a good…
Educators often seek ways to introduce gaming in the classroom in order to break the usual teaching routine, expand the usual course curriculum with additional knowledge, but mostly as a means to motivate students and increase their…
Mobile Learning Games (MLGs) show great potential for increasing engagement, creativity and authentic learning. Yet, despite their great potential for education, the use of MLGs by teachers, remains limited. This is partly due to the fact…
Gamification refers to the process of adding game elements to a task. Of late, this process has been introduced in pedagogical settings to capture the attention and interest of students. In our study, we apply the process to Anatomy…
The article presents the possibilities of using game simulator Sotware Inc in the training of future software engineer in higher education. Attention is drawn to some specific settings that need to be taken into account when training in the…
Within the evolving field of digital intervention, serious games emerge as promising tools for evidence-based interventions. Research indicates that gamified therapy, whether employed independently or in conjunction with online…
Computer animation in the past decade has become one of the most noticeable features of technology-based learning environments. With today's high educational demands as well as the lack of time provided for certain courses, classical…
Technology has become an essential part of our everyday life, and its use in educational environments keeps growing. In addition, games are one of the most popular activities across cultures and ages, and there is ample evidence that…
This paper presents a game based on storytelling, in which the players are faced with ethical dilemmas related to software engineering specific issues. The players' choices have consequences on how the story unfolds and could lead to…
The COVID-19 pandemic has forced schools and universities to adapt to remote learning, and online gaming has emerged as a tool for education. Educational games can make learning fun and engaging, help students develop important skills like…
Serious games are widely used for learning and training across domains such as healthcare, defense, and education. Persistent challenges remain, however, including static scenario design, authoring bottlenecks, limited learner modeling, and…
Serious scientific games are games whose purpose is not only fun. In the field of science, the serious goals include crucial activities for scientists: outreach, teaching and research. The number of serious games is increasing rapidly, in…
Learning Games (LGs) are educational environments based on a playful approach to learning. Their use has proven to be promising in many domains, but is at present restricted by the time consuming and costly nature of the developing process.…
The introduction of generative artificial intelligence applications to the public has led to heated discussions about its potential impacts and risks for K-12 education. One particular challenge has been to decide what students should learn…
We propose the study of mathematical ludology, which aims to formally interrogate questions of interest to game studies and game design in particular. The goal is to extend our mathematical understanding of complex games beyond…
The article defines the place of business games among all games in general based on the classification by F.G. Junger; it provides critical analysis of existing business games types; it also formulates requirements and lays theoretical…
This article explores the value and measurable effects of hard and soft skills in academia when teaching and developing abilities for the game industry. As we discuss, each individuals engagement with the subject directly impacts their…