نتایج جستجو برای: educational games

تعداد نتایج: 214221  

2014
D. Michael Franklin

One consistent and growing area of concentration of Artificial Intelligence is in the area of games – serious games and simulations, educational games, and traditional game AI. Within these contexts the goal is the same – simulating intelligent agents that will react strategically to player behaviors and the environment. Improvements and advancements within this field will lead to increased ver...

Journal: :IJGBL 2014
Maurice Hendrix Per Backlund Boris Vampula

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 t...

Journal: :Educational Technology & Society 2012
Ángel del Blanco Javier Torrente Eugenio J. Marchiori Iván Martínez-Ortiz Pablo Moreno-Ger Baltasar Fernández-Manjón

The integration of educational video games in educational settings in general, and e-learning systems in particular, can be challenging for educators. We propose a framework that aims to facilitate educators’ participation in the creation and modification of courses that use educational games. Our approach addresses problems identified by previous experiences with games in educational settings,...

2007
J. Enrique Agudo Héctor Sánchez J. Manuel Holguín David Tello

Children at L2 primary levels acquire knowledge and language skills associated with different abilities through educational games. The game introduces learning activities by using playful elements as a source of motivation. The success of the game depends on an optimum relationship between challenge, fantasy, curiosity and control. This is also applied to educational computer games. Moreover, i...

Journal: :Computers & Education 2012
Eugenio J. Marchiori Javier Torrente Ángel del Blanco Pablo Moreno-Ger Pilar Sancho Baltasar Fernández-Manjón

In this paper we present WEEV (Writing Environment for Educational Video games), a methodology for educational point-and-click adventure game authoring. Our approach aims to allow educators to actively collaborate in the educational game development process, using a narrative-based representation. WEEV is based on a pragmatic reinterpretation of previous works on narrativity and video games, en...

2011
Kristian Kiili Arttu Perttula

The potential use of serious games in educational settings is huge, because a large and growing population is familiar and engaged with playing games. However, the popularity of games has aroused also problems. For example, obesity has recently become a big problem in many countries. The development of motion-based controllers and the concern over the high levels of obesity has facilitated the ...

اصغری نکاح, سید محسن, غنایی چمن آباد, علی, کلانی, سارا,

The purpose of this article is to analyze the status of computer games with a linguistic approach in making schools smart for the students suffering from learning disorders with a focus on reading disorder. The authors will try to adopt an approach based on research and development and use their own and their colleagues’ educational and rehabilitation experiences. They also try to discuss the i...

2006
Michael D. Kickmeier-Rust Daniel Schwarz Dietrich Albert Dominique Verpoorten Jean-Loup Castaigne Matthias Bopp

Digital game-based learning is a hot topic of research and development. Since the advent of computer and video games, educators were inherently interested in utilizing the beneficial aspects of computer games for educational purposes. These factors are primarily the intrinsic motivation of games, immersive environments, engaging stories, and an artful balance between challenges and continuously...

2012
E. J. Bergervoet A. Nijholt

Often, the way subject matter is included in educational games does not fully utilize or sometimes even inhibits the full learning potential of games. This paper argues that in order to optimally use the potential of games for learning, games should be endogenous. An endogenous educational game is a game where the educational content is integrated in the game play mechanics themselves, rather t...

2010
Matevž Pogačnik Jože Guna Janez Bešter

This paper presents a platform for mobile educational games, named "Quest for Knowledge." The platform allows for creation of interactive educational games that include a multimedia content (video, audio, documents, maps) and playing of games outside classrooms. Students access the games using personal computers and mobile terminals (phones, PDAs). The usual game scenarios include team-based so...

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