A Rating Tool for Sharing Experiences with Serious Games
نویسندگان
چکیده
The potential of Computer Games for non-entertainment purposes, such as education, is well established. A wide variety of games have been developed for the educational market, covering subjects such as mathematics and languages. However, while a growing industry developing educational games exist, the practical uptake in schools is not as high as one would expect, based on current evidence of their effectiveness. The EduGameLab project investigates causes and solutions to the relatively low level of uptake in European schools. This paper describes a rating tool for sharing experiences about educational games among educators and parents, developed in the EduGameLab project. The ambition is that sharing knowledge about how games can be used in practice will stimulate practical use and acceptance. The development of this tool is based on a metadata schema for formally describing serious games and experiences with these games. A Rating Tool for Sharing Experiences with Serious Games
منابع مشابه
Parental Mediation of Children’s Video Game Experiences: Iranian Parents’ Strategies of Mediation
Despite tremendous popularity of video games, there have been concerns about their detrimental effects on children. The game rating systems were developed to assist parents in monitoring their children’s gaming experiences. This paper explores how parents in Iran, as a society without established media rating systems, control their children’s gaming experiences. Mixed methods of semi-structured...
متن کاملIntegration of Serious Games in Teaching English as a Foreign Language to Iranian Children
Nowadays computers are increasingly being incorporated into school curriculums and serious games are occupying the educational games markets. This article addressed the integration of serious games as tools for learning and teaching English in Iranian schools to zero-beginner students. An experiment was concluded using Computer Assisted Language Learning (CALL) to investigate the effectiveness ...
متن کاملIntegration of Serious Games in Teaching English as a Foreign Language to Iranian Children
Nowadays computers are increasingly being incorporated into school curriculums and serious games are occupying the educational games markets. This article addressed the integration of serious games as tools for learning and teaching English in Iranian schools to zero-beginner students. An experiment was concluded using Computer Assisted Language Learning (CALL) to investigate the effectiveness ...
متن کاملبازیهای جدی در آموزش پزشکی: چرایی، چیستی، چگونگی
Introduction: Use of appropriate teaching-learning strategies play a unique role in improving the learning process of medical students. This research aims to investigate what, why and how serious games affect teaching methods. Methods: This review paper extracted papers published on serious game conception, medical education, serious gaming applications, universities experiences, and serious g...
متن کاملWorldCupinion Experiences with an Android App for Real-Time Opinion Sharing During Soccer World Cup Games
Mobile devices are increasingly used in social networking applications and research. So far, there is little work on realtime emotion or opinion sharing in large loosely coupled user communities. One potential area of application is the assessment of widely broadcasted television (TV) shows. The idea of connecting non-collocated TV viewers via telecommunication technologies is referred to as So...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
عنوان ژورنال:
- IJGBL
دوره 4 شماره
صفحات -
تاریخ انتشار 2014