Related papers: A Review on Serious Games in E-learning
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…
Prior research has explored potential applications of video games in programming education to elicit computational thinking skills. However, existing approaches are often either too general, not taking into account the diversity of genres…
The game industry is moving into an era where old-style game engines are being replaced by re-engineered systems with embedded machine learning technologies for the operation, analysis and understanding of game play. In this paper, we…
Gamification is an effective strategy for motivating and engaging users, which is grounded in business, marketing, and management by designing games in nongame contexts. Gamifying education, which consists of the design and study of…
In this article, we review recent Deep Learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade games, and real-time strategy games. We analyze the unique…
The aim of the current work is to assess the challenges that gamification in education are facing nowadays. Benefits and disadvantages of using gamification in classroom are both discussed to offer a clearer view on the impact of using…
As IT grows the impact of new technology reflects in more or less every field. Education also gets new dimensions with the advancement in IT sector. Nowadays education is not limited to books and black boards only it gets a new way i.e.…
In Education, is constant the searching of techniques to strengthen and extend the educational strategies in order to achieve that students get knowledge received in classroom, training personal courses and workshops. Serious games are part…
This paper introduces our gamification of a part of our software design curriculum. Based on typical design principles a motivating learning game is developed to train students in software design. We use Bloom's taxonomy to determine…
Gamification and Serious Games are progressively being used over a host of fields, particularly to support education. Such games provide a new way to engage students with content and can complement more traditional approaches to learning.…
Educational games have been widely used to teach children about cyber security. This systematic literature review reveals evidence of positive learning outcomes, after analysing 91 such games reported in 68 papers published between 2010 and…
Contribution: This article analyzes the learning and motivational impact of teacher-authored educational video games on computer science education and compares its effectiveness in both face-to-face and online (remote) formats. This work…
Context: While most research shows positive effects of gamification, the focus on its adverse effects is considerably smaller and further understanding is needed. Objective: To provide a comprehensive overview on research reporting negative…
Educational Data Mining (EDM) has emerged as a vital field of research, which harnesses the power of computational techniques to analyze educational data. With the increasing complexity and diversity of educational data, Deep Learning…
School classrooms are equipped with more and more mobile devices. However, the latest studies show that their use by teachers is still very limited because of a lack of resources and applications adapted to use these artifacts in education.…
Management education scholarship has long outlined the need to enhance student engagement and participation in business schools, using more innovative teaching practices. This is increasingly motivating scholars to strive for more…
Rapid development of Internet and information technologies has gifted us with a new and diverse mode of learning known as e-learning. In the current era, e-learning has made rapid, influential, universal, interactive, vibrant, and economic…
One of the most effective applications of Information and Communication Technology (ICT) is the emergence of E-Learning. Considering the importance and need of E-Learning, recent years have seen a drastic change of learning methodologies in…
The use of Multimedia applications in Learning provides useful concepts for Instructional Content Design. This study aimed to investigate the effect of design electronic curriculum and multimedia applications on acquiring e-content design…
In the info-tech age E-Methods of learning are becoming the most important vehicle in disseminating knowledge in higher education institutions. This sector is growing and changing at a rapid speed due to developments in technologies. But…