Journal articles on the topic 'Educational games Juvenile software'

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1

Ruggiero, Dana, Belen Garcia de Hurtado, and William R. Watson. "Juvenile Offenders." International Journal of Game-Based Learning 3, no. 2 (April 2013): 112–29. http://dx.doi.org/10.4018/ijgbl.2013040107.

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In this study, the authors examined juvenile offender experiences in Project Tech, a research-based educational pilot program to teach socially responsible serious game development at a major Midwest university’s Games Lab. Using open-ended interviews, learner feedback surveys, and learner journaling during the program, the researchers examined two questions pertaining to: (a) learner motivation, engagement, and meaning making; and (b) program feedback and critique to elicit program improvements as part of an iterative process. Responses were analyzed using inductive textual analysis and content analysis. Several learner themes emerged: game development as motivation, discovery learning (i.e., learning game development skills through trial and error) as engagement in game development, and meaning-making through designing games to teach a social issue. The authors link these findings to the research questions and implications, discuss discovery learning as it pertains to juvenile delinquency interventions, and identify new questions for the ongoing pilot program.
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Šarčević, Ivan. "Possibilities of application of game-based software in adult education." Metodicka praksa 24, no. 2 (2021): 99–106. http://dx.doi.org/10.5937/metpra2101099q.

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The paper considers the educational potentials of educational computer software in the system of formal adult education. The aim of this paper is to present the possible educational effects in primary adult education using software based on educational games. This presentation is given through the prism of research and review of relevant literature dealing with issues of adult education, the use of educational computer software, as well as the educational effects of learning through educational software games. These are often unrelated research and concern the education of children in regular primary schools. The most important results so far in this area in our country refer to the andragogical research on adult learning with the help of computer games and theoretical concepts of educational computer software. Basic education of adult students also implies the acquisition of certain digital competencies in accordance with the current needs of education and the labor market. The results of numerous studies, conducted almost exclusively in the conditions of regular education, have shown that the application of educational software contributes to better achievements of their users, as well as that the motivation to learn increases with the application of certain educational games.
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Annetta, Leonard A., Shawn Holmes, Meng-Tzu Cheng, and Elizabeth Folta. "Measuring Student Perceptions." International Journal of Gaming and Computer-Mediated Simulations 2, no. 3 (July 2010): 24–42. http://dx.doi.org/10.4018/jgcms.2010070102.

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As educational games become more pervasive, the evolution of game design software is inevitable. This study looked at student perceptions of teacher created Serious Educational Games as part of a project striving to create a game development software where teachers and students create games as part of educational activities. The objective was to use evidence from student perceptions to inform further development of the software. A mixed method design ascertained data from 181 male and 178 females from 33 teacher created games. Results indicate that the software is relatively effective by the supporting documentation and training lacked in several areas. This information led to the creation of a commercial game development software set for release in 2010.
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Sklyarenko, Inna, and Julia Kuripchenko. "Play-based methods in training cadets for work with families at risk." Vestnik of the St. Petersburg University of the Ministry of Internal Affairs of Russia 2021, no. 2 (July 8, 2021): 180–88. http://dx.doi.org/10.35750/2071-8284-2021-2-180-188.

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The article considers examples of business play-based methods that are recommended to teachers who train cadets and future juvenile Affairs officers in order to develop their professional competencies necessary for working with families of a social risk group. As an example of the formation of professional competencies, the professional competence PC-2 was chosen, as it reflects the educational (socio-pedagogical) type of activity in accordance with the Federal state educational standard of higher education. The authors give the concept of a business game, describe its particular methodology, highlighting methodological features, structure-forming constant and variable methodological elements. The authors developed and illustrated their ideas in the specific methodology of two business games «Network technology» and «Family chat». The results of the described pedagogical experiment confirm the effectiveness of the developed methods of business games in the aspect of forming the necessary professional competence in the work of a juvenile Affairs officer with a family of a social risk group. The scientific novelty of the article includes the described specific method of business games. The plots of business games based on real professional situations from the experience of the juvenile Department in the interaction with families at risk are of practical interest.
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Alias, Siti Nursaila, and Faridah Ibrahim. "KEBERKESANAN PERMAINAN PENDIDIKAN TERHADAP PEMBELAJARAN HUKUM NEWTON THE EFFECTIVENESS OF EDUCATIONAL GAMES ON NEWTON’S LAWS LEARNING." Journal of Nusantara Studies (JONUS) 2, no. 1 (June 30, 2017): 71. http://dx.doi.org/10.24200/jonus.vol2iss1pp71-85.

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The purpose of this study is to examine the effectiveness of Newton’s Laws educational games in improving Newton’s Laws achievement and instructional efficiency. Two educational games were developed, namely educational games with self-explanation (DPK) and educational games without self-explanation (TPK). Based on Rapid Prototyping model, these educational games were developed in Malay Language and the contents were arranged according to Form Four Physics syllabus. Unity3D software was used as the main software in developing the educational games. A total of 196 students attended Physics play activities for two hours. Analyses of Newton’s Laws Test, mental load and interviews were conducted to examine the effectiveness of these Newton’s Laws educational games. The findings show that the students’ achievement and instructional efficiency in Newton’s Laws improved with the use of the educational games. This research concludes that the educational games mode plays an important role in increasing the students’ achievement and learning instructional efficiency with the DPK mode is the most effective and efficient. The educational games mode serves as a scaffold for the formation of a coherent mental model and automatic schema. Keywords: Educational games, Newton’s Laws, Physics, achievement, instructional efficiencyCite as: Alias, S.N., & Ibrahim, F. (2017). Keberkesanan permainan pendidikan terhadap pembelajaran hukum Newton [The effectiveness of educational games on Newton’s laws learning]. Journal of Nusantara Studies, 2(1), 71-85.
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Minovic, Miroslav, Velimir Štavljanin, and Miloš Milovanovic. "Educational Games and IT Professionals." International Journal of Human Capital and Information Technology Professionals 3, no. 4 (October 2012): 25–38. http://dx.doi.org/10.4018/jhcitp.2012100103.

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In this paper the authors will give a perspective on educational games application in the field of IT. Main topic of this research will be capacity for applying modern information technologies for developing game-based learning platform. During analysis, they found that more research is needed in order to improve application of games in education of IT professionals. At first place, researches should cover listed problems: how to design educative games in order to achieve better learning effects; how to develop software tools to automate educative game development process; and establish methods and techniques for knowledge and skills assessment utilizing educative games.
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Filho, Carlos Alberto Correia Lessa, and Arturo Hernández Domínguez. "Uma Linha de Produto de Software para Desenvolvimento de Jogos Educativos." Revista Brasileira de Informática na Educação 26, no. 1 (January 1, 2018): 1. http://dx.doi.org/10.5753/rbie.2018.26.01.1.

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Studies have revealed that about 90% of development of game fail to be completed due to factors such as time, cost or lack of specific knowledge. These difficulties are present in game companies, as well as by independent game developers. On the other hand, the games have proved to be a strong ally in teaching to motivate students to study. Faced with these two informations, obtained through research, this article aims to propose a Software Product Line for the development of educational games in order to facilitate the development of educational games. The analysis involved the development of four games in order to assess the feasibility, code complexity, quality, effort, techniques and tools used. Based on the results, one can realize advantages such as reduction in development time, Cyclomatic Complexity and development direction when using a Software Product Line in the development of educational games.
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Filho, Carlos Alberto Correia Lessa, and Arturo Hernández Domínguez. "Uma Linha de Produto de Software para Desenvolvimento de Jogos Educativos." Revista Brasileira de Informática na Educação 26, no. 1 (January 1, 2018): 1. http://dx.doi.org/10.5753/rbie.2018.26.1.1.

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Studies have revealed that about 90% of development of game fail to be completed due to factors such as time, cost or lack of specific knowledge. These difficulties are present in game companies, as well as by independent game developers. On the other hand, the games have proved to be a strong ally in teaching to motivate students to study. Faced with these two informations, obtained through research, this article aims to propose a Software Product Line for the development of educational games in order to facilitate the development of educational games. The analysis involved the development of four games in order to assess the feasibility, code complexity, quality, effort, techniques and tools used. Based on the results, one can realize advantages such as reduction in development time, Cyclomatic Complexity and development direction when using a Software Product Line in the development of educational games.
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9

Choi, Young-Mee, Moon-Won Choo, and Seong-Ah Chin. "Prototyping a Student Model for Educational Games." Journal of Information Processing Systems 1, no. 1 (December 1, 2005): 107–11. http://dx.doi.org/10.3745/jips.2005.1.1.107.

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Rankin, John R., Sandra Sampayo Vargas, and Paul F. Taylor. "Testing Metaphorical Educational FPS Games." International Journal of Computer Games Technology 2009 (2009): 1–5. http://dx.doi.org/10.1155/2009/456763.

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It is widely recognized that there is value in making use of modern Games Technology in Serious Games for educational purposes in the classroom and yet tools that enable teachers to construct such Educational Serious Games (ESGs) with minimal programming, artistic, or GT skills are not yet widely available. In this paper we investigate the feasibility of employing the FPS game genre for teaching purposes in the classroom. This is done by starting with a typical FPS game and constructing metaphorical correspondences with the desired ESG category. This mapping highlights the mentality level of FPS games and what it would take to modify them towards the level for real knowledge acquisition as in ESGs. By changing the game world rules to correspond with a classroom study area, we create a metaphorical educational FPS game. In this paper we describe two metaphorical educational FPS games and report on preliminary testing of their use in education. If testing of these metaphorical educational FPS games indicates that they would be beneficial in school classes then we intend to pursue the design of software tools and tutorials to enable teachers to develop their own metaphorical educational FPS games in two months or less.
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García-Roca, Anastasio, and José Manuel de Amo. "Juvenile Literary Hypertextual Fanfiction: evolution, analysis and educational possibilities." Psychology, Society, & Education 11, no. 2 (July 19, 2019): 241. http://dx.doi.org/10.25115/psye.v11i2.2187.

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In this work we analyse the evolution of fanfictions related to four of the most popular current fandom series: Harry Potter, Twilight, The Hunger Games and Divergent. This is a descriptive investigation wherein the temporal evolution of fanfic production is studied. The research focuses mainly on the relationship between the periods of greatest creative fanfiction activity and the publishing of the different books of the respective series, their transmedia expansion and film adaptations, among others. The study has allowed us to observe that these fan communities are generally ephemeral, although strongly united by ties of affinity, as well as being creative and active. The results obtained suggest that these vernacular literary practices are the source not only of motivation, but also of a formative process of reading and writing that can be planned and developed in formal learning contexts
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Sirait, Azrai. "PERANCANGAN DAN PEMBUATAN GAME EDUKASI RIGHT THINKING DENGAN MENTODE GREEDY." JURNAL TEKNOLOGI INFORMASI 1, no. 2 (September 7, 2018): 174. http://dx.doi.org/10.36294/jurti.v1i2.291.

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Abstrack - Right thinking education game is a software application that can be used as a learning media like other educational game applications. This educational game application can be installed using the Windows operating system. For computer users who like learning activities with educational games on a computer, it is strongly recommended to use this application even though this educational game application is still far from perfect with good software such as animation based educational games with macromedia flash and so on. The right thinking education game is unique compared to other educational games. This educational game has a special design in the system that can be updated on the contents of the practice questions. In this process it can be done by the users themselves without having to update via the internet or the payment process but it can be done very easily so the user is not bothered and the user can be more comfortable playing the right thinking game. Keywords - Games, Education, Greedy, Analysis, Learning.
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Rahmawati, Yulika, Monica Merry Febriyana, Yoga Budi Bhakti, Irnin Agustina Dwi Astuti, and Mamik Suendarti. "Pengembangan Media Pembelajaran Fisika Berbasis Game Edukasi: Analisis Bibliometrik Menggunakan Software VOSViewer (2017-2022)." Jurnal Penelitian Pembelajaran Fisika 13, no. 2 (October 9, 2022): 257–66. http://dx.doi.org/10.26877/jp2f.v13i2.13170.

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Physics is one of the abstract subjects that require visualization so that learning media is needed so that students are able to understand the concepts studied. One of the learning media that displays visualization by utilizing technology in the form of educational games. This study aims to analyze the development of educational game learning media in physics learning with a bibliometric approach using VOSViewer software. The method used in this study is bibliometric analysis. There are 6 clusters of classification through VOSViewer software. The results of the study obtained articles used with the title "educational games" and "learning media", as well as the keyword "physics learning" began to increase rapidly in 2018, 2019, 2020, and 2021. The article was produced from various universities in Indonesia and uses Indonesian. In this study, 4 clusters were obtained that discussed the topic of developing educational game learning media in physics learning. For the topic of developing educational game learning media, it has been quite widely done, but for the topic of the effectiveness of the use of educational games in physics learning, it is still rare for a study to be carried out.Keywords: educational games, learning media, physics learning, bibliometric, vosviewer.
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Lesser, Andrew J. "An Investigation of Digital Game-Based Learning Software in the Elementary General Music Classroom." Journal of Sound and Music in Games 1, no. 2 (2020): 1–24. http://dx.doi.org/10.1525/jsmg.2020.1.2.1.

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Game-based learning, or the process of adapting an educational concept into a game-based structure, has been studied by researchers for nearly a century. Over the last several decades, new technologies have allowed digital media to create a multibillion-dollar entertainment industry commonly known as video games. Video games have become a tool for many educators who have the potential to engage students to learn musical concepts and skills. The purpose of this study was to determine the effectiveness of digital game-based learning in comparison to other teaching methods for music education and to explore the perspectives of young students regarding video games both in school and in their personal lives. Eighty-two (n = 82) fifth- and sixth-grade students in a northeastern U.S. elementary school completed a study consisting of a pretest/posttest control group design. Results showed that students who had access to educational video games combined with the assistance of an instructor achieved higher mean scores than students who had access to either video games without instruction or instruction without video games. These findings suggested that educational video games may potentially be used as an effective tool in the music classroom to teach musical concepts and skills.
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Aditama, Tri, Ade Irma Purnamasari, and Tati Suprapti. "GAME EDUKASI MENGENAL KEPULAUAN INDONESIA MENGGUNAKAN UNITY 3D UNTUK MENINGKATKAN MINAT BELAJAR SISWA SEKOLAH DASAR." Jurnal Informasi dan Komputer 10, no. 1 (April 11, 2022): 174–79. http://dx.doi.org/10.35959/jik.v10i1.298.

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The very rapid development of technology, especially in learning educational games, has an impact in the world of education in utilizing educational games during the pandemic which reduces mobility in face-to-face learning in the pandemic era. The purpose of this research is to develop more modern and innovative learning media to increase interest in learning and make it easier to understand the Indonesian archipelago. And as an alternative learning media that is easy to understand and learn by elementary school students because in this modern era all of them have used effective learning methods such as educational games. To make games using Unity 3D 2019 software as game support software and the method used in this research is the Research and Development (R&D) research method to produce certain products and test their effectiveness, which can be useful for learning about the Indonesian archipelago for elementary school students. From the results of research data on educational games about the Indonesian archipelago, it can be seen that this educational game about the Indonesian archipelago gets an average score of 82.7% for the respondents in the very good category. Thus it can be said that educational games about the Indonesian archipelago can increase interest in learning in elementary school students.
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Versanika, Dayanni Vera, Khoirida Aelani, and Siti Zakiyah. "ENGLISH EDUCATIONAL GAMES FOR STUDENTS BASED ON ANDROID." Jurnal Teknologi Informasi dan Komunikasi 12, no. 2 (December 1, 2022): 26–35. http://dx.doi.org/10.58761/jurtikstmikbandung.v12i2.173.

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Along with advances in learning technology, theoretically it is felt to be less than optimal, because of the tendency of children who are more happy with games compared to conventional learning. There needs to be innovative learning to attract children's interest in learning English. One of the things that cannot be separated from technological developments is educational games. Development of English Educational Games using the waterfall method. This educational game is based on Android using Unity3D software. Educational games are accompanied by musical instruments and sounds that can attract students to learn. The application of educational games is carried out at SDN Cimurid. This game is useful for sharpening logic and thinking power so that it makes it easier for children to understand learning material.
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Gocheva, Margarita, Elena Somova, Nikolay Kasakliev, and Vladimira Angelova. "Mobile Math Game Prototype on the Base of Templates for Primary School." Mathematics and Informatics LXIV, no. 2 (April 30, 2021): 141–52. http://dx.doi.org/10.53656/math2021-2-2-mob.

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The paper presents the first steps in the creation of a package with mobile math educational games for primary school. Examples of mobile math learning games in primary school are examined. The role of games and especially mobile games in learning and game specific elements are presented. Classification of game problems with 13 types, suitable for mobile software development, is shown. For each type, the software template is designed and developed, appropriate for the target group. The prototype of an educational game on the base of the templates is created, where learners have to pass levels, solve math problems and receive bonuses and virtual rewards.
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Доброскок, Ірина, Наталія Ржевська, Хамді Айїлдиз, Дарина Заімова, and Георгій Желязков. "GAME DEVELOPMENT SOFTWARE TOOLS IN HIGHER EDUCATIONAL INSTITUTIONS: EXPERIENCE OF UKRAINE, TURKEY AND BULGARIA." Information Technologies and Learning Tools 78, no. 4 (September 11, 2020): 90–104. http://dx.doi.org/10.33407/itlt.v78i4.3370.

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The article features the analysis of game development software tools in higher educational institutions of Ukraine (Pereiaslav-Khmelnytskyi Hryhorii Skovoroda State Pedagogical University), Turkey (Kahramanmaras Sutcu Imam University) and Bulgaria (Trakia University). The article highlights the results of the research conducted by teachers and students of these universities. In this research, teachers with no previous experience in this field or specialized IT skills created educational games. Free software tools that can be used to create educational games were selected for this research (Construct 3, GameMaker Studio 2, Unity, Godot Engine, Unreal Engine 4). The study included two data arrays: the first was the opinion expressed by teachers who developed educational games, and the second – that of students who tested the final game product. We analyzed free tools for creating educational games according to such criteria: the need for programming language knowledge, availability of support forums and reference materials, ability to export data to multiple platforms and in many formats, add in-app purchases or various components to each object, whether both 2D and 3D games are supported, development speed. In the Ukrainian teachers’ opinion, GameMaker Studio 2 was the most effective, while teachers in Turkey and Bulgaria preferred the Unreal Engine 4. According to research results, it is worth noting a high interest of both teachers and students in the creation and use of educational computer games. It should also be noted that these results are relevant only for specific groups under study since they are based on the individual experience of a limited number of students. However, they are significant for shaping ideas about pedagogical strategies and allow teachers to learn new information, try new types of activities and interaction.
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Baboshina, A. V., and P. A. Kornilov. "About the system of games in teaching high school students algorithms and mathematical structures." Informatics in school 1, no. 8 (December 3, 2021): 18–24. http://dx.doi.org/10.32517/2221-1993-2021-20-8-18-24.

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The article considers the issue of increasing the motivation of students to study computer science and mathematics by introducing gamifcation elements into the educational process. Special attention is paid to the possibility of introducing computer games into the educational process as part of extracurricular activities in computer science. A brief overview of the training software environment developed by the authors is given, containing a set of paired fnite mathematical games ("Determinant", "24 cards", "Even", "The Bachet's game", "The Bergson's matches", "The Kayles' game", "Nim"). The authors indicate the possibility of using the developed system of games to prepare students for the state fnal certifcation in computer science in the 11th grade. The main approaches to solving the games listed above, as well as their applications for determining the winning strategies of some other games, are considered. In conclusion, the rationale for the expediency of using the developed educational software environment is given.
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Tokzhigitova, A., and M. Tokzhigitova. "Analysis of gamified software tools and platforms." Bulletin of the Karaganda University. Pedagogy series 102, no. 2 (June 29, 2021): 98–104. http://dx.doi.org/10.31489/2021ped2/98-104.

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The article provides an analysis of gamified software tools, taking into account the need to clarify the concept of “gamification” in the educational process and the features and principles of this concept. All types of software tools with the ability to gamify learning are divided into groups: game platforms, educational quests, training management services, and game development sites. Within each group the most common platforms in the foreign and domestic educational environment are considered. In the modern educational environment there is an increased interest in the use of digital games to improve the quality of learning, which determines the relevance of the proposed research on the analysis of software tools with the possibility of gamifying the educational process within the requirements of the state, society and education. The use of digital tools during the coronovirus pandemic has become a daily necessity in the lives of students. Gamified software tools facilitate the achievement of educational goals, thanks to the clarity of gamification reflect the capabilities, type of thinking, logical abilities of an individual student. The article analyzes several game platforms and educational quests, on the basis of which the method of gamification of the learning process will be further improved. The research methodology requires the study of information sources of psychological, pedagogical, methodological and technical orientation, the analysis of digital educational games of foreign and domestic authors recognized by the scientific community.
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Zheleva, Petya. "PROJECT FORM OF WORK FOR DESIGN AND DEVELOPMENT OF ELECTRONIC GAMES FOR STUDENTS AS A WEB-BASED SERVICE." Education and Technologies Journal 14, no. 2 (August 1, 2023): 408–14. http://dx.doi.org/10.26883/2010.232.5543.

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The development of information technologies helps to build modern games that support learning. Computer games are typically executable programs or web-based applications in which the software platform runs the game content. The characteristics of serious computer games that make them effective for educational purposes, such as being motivating, engaging and fun, are often associated with active learning. Active learner participation is one of the inherent strengths of computer games. Serious computer games provide an environment for active learning. Computer games are integrated into learning in the form of an innovative educational paradigm. This is the so-called game-based learning, where computer games are a medium for delivering learning content.
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Chen, Juan, Shuxia Yang, and Bing Mei. "Towards the Sustainable Development of Digital Educational Games for Primary School Students in China." Sustainability 13, no. 14 (July 15, 2021): 7919. http://dx.doi.org/10.3390/su13147919.

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Despite considerable discussion on the benefits of digital educational games, empirical research on their effectiveness in primary schools in China is limited. This case study aimed to promote the sustainable development of digital educational games in primary schools in China by examining the effect of digital educational games on primary school students’ vocabulary acquisition and ascertaining their perceptions and attitudes toward this approach. Given the purposes of this study, an embedded mixed methods research design was employed. Two Grade 4 classes at a Chinese primary school were recruited in this study. During the quasi-experiment, the experimental class (n = 50) was provided with educational game software, Quizlet, while the control class (n = 50) was taught through a traditional teaching method. The results show that integrating educational games into language education in the primary schools was effective in improving students’ vocabulary acquisition. This study makes a case for further research of digital educational games in language classrooms at a primary level in China. Implications are made regarding the future sustainable implementation of digital educational games in primary schools in China.
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Li, Youling, Di Chen, and Xinxia Deng. "The impact of digital educational games on student’s motivation for learning: The mediating effect of learning engagement and the moderating effect of the digital environment." PLOS ONE 19, no. 1 (January 11, 2024): e0294350. http://dx.doi.org/10.1371/journal.pone.0294350.

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The utilization of digital educational infrastructure in schools has propelled digital educational games to the forefront of educational innovation. Despite an abundance of empirical studies on the relationship between digital educational games and student’s motivation for learning, a consensus has yet to be reached. This study aims to bridge existing research gaps by adopting a mixed-methods approach grounded in behaviorist learning theory and contextual cognitive theory. A detailed questionnaire was disseminated to students from three distinct university in Thailand. After the exclusion of invalid responses, a robust sample of 434 valid responses was curated and utilized for analysis. Utilizing SPSS and MPLUS software, empirical analyses were conducted to explore the impact of digital educational games on student’s motivation for learning. Research results indicate that: First, digital educational games positively influence student’s motivation for learning; Second, learning engagement serves as a mediator between digital educational games and student’s motivation for learning; Third, the digital environment moderates the relationship between digital educational games and student’s learning engagement. Notably, the positive impact of digital educational games on student learning engagement is amplified in a more immersive digital environment. This study contributes to behaviorist theory and social cognition theory by elucidating how digital educational games affect student’s motivation for learning through their engagement and by highlighting the moderating role of the digital environment. Practically, these findings underscore the significance of digital educational games and the digital environments in schools to enhance student’s motivation for learning.
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Sandí Delgado, Juan Carlos, and Patricia Bazán. "Educational Serious Games as a Service: Challenges and Solutions." Journal of Computer Science and Technology 19, no. 01 (April 17, 2019): e07. http://dx.doi.org/10.24215/16666038.19.e07.

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Cloud computing is a distributed computing technology that facilitates access to resources in a dynamic and scalable way which is highly available. One of the service models is SaaS (Software as a Service) which allows executing Web applications flexible and elastically while offering collaborative characteristics. The integration of SaaS in educational environments promotes academic performance and facilitates knowledge management, allowing for storage, exchange, access, and synchronization of information. On the other hand, serious educational games promote among the people involved: collaboration, communication, social abilities, critical thinking, and problems solving. The present work analyzes the challenges that SaaS, with its collaborative and Multi-Tenant characteristics, offer to the execution of serious educational games, this is named JSEaaS –Serious Educational Games as a Service. The analysis was developed based on an exhaustive and systematic bibliographic revision with a qualitative methodological focus, which generated investigation questions, search strategies, keywords and inclusion and exclusion criteria that were applied to identify articles in different sources. This work allowed for the development of a list of the functional characteristics that the serious educational games will acquire when used as software as a service.
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Hainey, Thomas, and Thomas Connolly. "Evaluating Games-Based Learning." International Journal of Virtual and Personal Learning Environments 1, no. 1 (January 2010): 57–71. http://dx.doi.org/10.4018/jvple.2010091705.

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A highly important part of software engineering education is requirements collection and analysis, one of the initial stages of the Software Development Lifecycle. No other conceptual work is as difficult to rectify at a later stage or as damaging to the overall system if performed incorrectly. As software engineering is a field with a reputation for producing graduate engineers who are ill-prepared for real-life software engineering contexts, this paper suggests that traditional educational techniques (e.g. role-play, live-through case studies and paper-based case studies) are insufficient in themselves. In an attempt to address this problem we have developed a games-based learning application to teach requirements collection and analysis at the tertiary education level. One of the main problems with games-based learning is that there is a distinct lack of empirical evidence supporting the approach. This paper will describe the evaluation of the requirements collection and analysis process using a newly developed framework for the evaluation of games-based learning and will focus on evaluation from a pedagogical perspective.
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del Blanco, Ángel, Eugenio J. Marchiori, Javier Torrente, Iván Martínez-Ortiz, and Baltasar Fernández-Manjón. "Using e-learning standards in educational video games." Computer Standards & Interfaces 36, no. 1 (November 2013): 178–87. http://dx.doi.org/10.1016/j.csi.2013.06.002.

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Safin, Fyarit, and Alexandr Bazhenov. "The Destructive Impact of Computer Game Content on Juvenile Delinquency." Russian Journal of Criminology 16, no. 1 (March 11, 2022): 39–46. http://dx.doi.org/10.17150/2500-4255.2022.16(1).39-46.

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The authors analyze the determinants of juvenile crime from the standpoint of the impact of violent computer games on their mental health and delinquent behavior in the modern Russian society. The study is based upon the achievements in psychology and juvenile criminology. The object of the study is students of senior classes of secondary schools from three districts of Saint Petersburg with the most unfavorable criminological situation in the sphere of youth crime (275 persons), and juveniles with delinquent behavior and at least one criminal conviction who study in a specialized educational establishment (225 persons). The goal of the study was to examine the correlation between violent game content consumed by teenagers and their aggressive behavioral reactions. The obtained results proved three hypotheses that were put forward: 1) adolescents with a criminal record use game gadgets more often than their law-abiding peers, and prefer «dangerous» genres of computer games; 2) game content influences the behavioral reactions of such adolescents more intensively than it influences the reactions of their peers; 3) violent computer games do not weaken the aggression of modern teenagers and do not help to ease emotional tension. The obtained results allowed the authors to conclude that there is an evident trend for a growing role of game gadgets for the modern generation of teenagers, and their active use of violent computer games can act as one of the causes of their criminalization and the spread of juvenile crime in the Russian society. The conducted study may contribute to solving the research task of analyzing the causal complex and finding the relevant determinants of criminal behavior of modern adolescents.
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Cano, Sandra P., Carina S. González, César A. Collazos, Jaime Muñoz Arteaga, and Sergio Zapata. "Agile Software Development Process Applied to the Serious Games Development for Children from 7 to 10 Years Old." International Journal of Information Technologies and Systems Approach 8, no. 2 (July 2015): 64–79. http://dx.doi.org/10.4018/ijitsa.2015070105.

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The development of video games is a complex, multidisciplinary process, which involves different areas as well as a greater number of roles than for traditional software. Serious games face process constraints that concern a number of interactive, educational and psychological factors designed to lead to the fulfillment of educational objectives within a specific context. Based on a case study in the city Cali, Colombia, an iterative and incremental process is proposed, focusing on small and medium development for educational serious games and basing itself on two lines of research: agile development methodology and user-centered design (UCD) for children from 7 to 10 years. The agile methodology eXtreme Programming (XP) offers a useful option for the development of serious games as it establishes a continuous communication with all project stakeholders - including the end user - throughout the project, while UCD allows the user profile to be known and identified so that the game will meet the needs and match the capabilities, expectations and motivations of the child.
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Nunes Marciano, Juvane, Leonardo Cunha de Miranda, and Erica Esteves Cunha de Miranda. "Evaluating Multiple Aspects of Educational Computer Games: Literature Review and Case Study." International Journal of Computer Games Technology 2014 (2014): 1–12. http://dx.doi.org/10.1155/2014/139205.

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Evaluation is an important step in the life cycle of software, once through this practice it is possible to find issues that could compromise the user experience. With educational computer games, the same rule is applied. The use of educational games is increasing, and it is important to verify these tools to provide users with the most adequate learning environments. This verification can be made through the evaluation of multiple aspects of these tools. This work presents a literature review about evaluation of multiple aspects of software, followed by a more specific review focused on multiple aspects of educational computer games. Then, a case study is presented, in which an evaluation method is applied with an educational computer game, aiming to verify the positives and the issues to be improved in the game. The reviews and the description of the process to use the method intend to help and guide other researchers to choose evaluation methods that can fit their own context and needs.
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Chung Ang Tay, Ho Hai Inn, Norahima Annuar, Nur Elana Mohd Saferinor, and Fat'hah Noor Prawita. "Evaluating Wick Editor as Open-Source Alternative for Developing Educational Games using Heuristics." Journal of Advanced Research in Applied Sciences and Engineering Technology 48, no. 1 (July 2, 2024): 180–92. http://dx.doi.org/10.37934/araset.48.1.180192.

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Wick Editor is a free and open-source web-based tool for creating games. Unlike Flash, which is widely discussed in literature as a tool to produce educational multimedia titles and educational games, Wick Editor is not widely known. This study proposes Wick Editor as a more accessible and viable alternative to Flash. There are two main approaches employed in this study, namely examining process: 1) developing a software artefact as evidence as well as comparative features analysis of authoring tools; and examining the end product 2) selecting relevant heuristics and getting experts to evaluate. A selected cohort of students were trained to use Wick Editor. At the end of the training, they were required to develop educational games. In the process, Wick Editor was assessed in terms of functionalities. A heuristics protocol engaging 18 educators was used to assess the educational games developed by students. The findings reveal that Wick Editor is indeed a viable alternative but with certain limitations and opportunities for improvements in game design. In order for educational games to be used extensively and democratization of educational games development, a free and accessible authoring tool must be made available for educators.
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Ahmad, Mifrah, Lukman AB. Rahim, and Noreen Izza Arshad. "AN ANALYSIS OF EDUCATIONAL GAMES DESIGN FRAMEWORKS FROM SOFTWARE ENGINEERING PERSPECTIVE." Journal of Information and Communication Technology 14 (April 2015): 123–51. http://dx.doi.org/10.32890/jict2015.14.8.

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Rodríguez-Silva, Daniel A., Iria Rodríguez-Cruz, and Francisco J. González-Castaño. "A software architecture for virtualized educational multimedia games in IPTV environments." Software: Practice and Experience 45, no. 2 (August 16, 2013): 143–60. http://dx.doi.org/10.1002/spe.2219.

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Adžić, Slobodan, Jarrah Al-Mansour, Hasnain Naqvi, and Slobodan Stambolić. "The impact of video games on Students’ educational outcomes." Entertainment Computing 38 (May 2021): 100412. http://dx.doi.org/10.1016/j.entcom.2021.100412.

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Setiawan, Albertus Prana, Bernardinus Harnadi, and Erdhi Widyarto Nugroho. "Game Guesspic Sebagai Media Game Edukasi Mengenal Benda Hidup Dan Benda Mati Bagi Anak." Journal of Business and Technology 1, no. 3 (February 12, 2022): 74–81. http://dx.doi.org/10.24167/jbt.v1i3.4347.

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Learning to recognize understanding of the home environment, school, the benefits of helping parents and teachers in the way of educational media games. Where children in the current era love games as hobbies one of them is Guesspic games that can help children to recognize living objects and inanimate objects by coloring objects and with sounds and images - interesting animated images make children fun to play. Educational game is very interesting to develop. There are several advantages of educational games compared to conventional education methods. One of the main advantages of the educational game is the visualization of real problems. Massachusetts Institute of Technology (MIT) succeeded in proving that games are very useful for improving the logic and understanding of players about a problem through a game project called Scratch. Based on the results of previous studies, there is no doubt that educational games can support the educational process. The application of this game is designed using software or applications, namely unity. Unity is a game engine that can help make games on mobile (Smartphone) in the form of 2D games. The advantages of guesspic games can help children to recognize living objects and inanimate objects by coloring objects and with sounds and pictures - interesting animated images make children fun to play. Testing of the game to 40 users said it was easy to play, felt useful, and the child had facilities.
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Insani Nurchintyawati, S.Pd.,M.Pd. "Android Based Educational Game in Learning and Teaching English Vocabulary." Journal of Applied Linguistics 2, no. 1 (January 24, 2022): 13–18. http://dx.doi.org/10.52622/joal.v2i1.44.

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Vocabulary learning is often perceived as boring by learners, especially for those who grew up in the digital era. The use of online games in vocabulary learning and teaching can be one solution to solve this problem. Android is the current world-famous software nowadays. It is believed to help teachers in delivering knowledge effectively and efficiently. Therefore, this paper aims to illustrate the effectiveness of Android-based educational games to enhance the ability of learners in learning English vocabulary. The discussion includes overview about vocabulary, games, ICT tools in EFL classroom, and the use of educational games from Android (App Inventor) can improve students' English competence in learning vocabulary. Therefore, this paper will be explained about the use of Android-based educational games as one of the fun alternative teaching innovations to support creative teachers and students. And hopefully it can be useful and meaningful reference and information for the reader about the use of android based educational game in learning and teaching English Vocabulary. Keywords: Android based educational game, vocabulary, ICT tool.
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Li, Xicai. "Design and Application of Children's Entertainment Education Software in Preschool Education." International Journal of Emerging Technologies in Learning (iJET) 13, no. 07 (June 28, 2018): 201. http://dx.doi.org/10.3991/ijet.v13i07.8809.

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The current preschool education children's educational software mostly ig-nores the preschool children's psychological characteristics and rigidly com-bines the educational and entertainment nature of the game, which affects the learning effect of preschool children. Based on the psychological charac-teristics of preschool children, the characteristics of preschool children's de-mand for computer games were deeply analyzed. In addition, the preschool children's entertainment software was designed and developed. The game was built according to the system elements and design principles of the edu-cational games, and the appropriate kindergarten curriculum content was se-lected so that pre-school children can be substituted and truly entertained. The practice showed that the preschool children's educational software cap-tured the psychological characteristics of preschool children. It is concluded that the software effectively promotes preschool children to obtain knowledge in a relaxed gaming environment and improves the learning ef-fect of preschool children.
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Abidin, Dindin. "Effectiveness of Educational Games in Improving Students' Cognitive and Social Skills." Al-Hijr: Journal of Adulearn World 2, no. 4 (November 15, 2023): 294–310. http://dx.doi.org/10.55849/alhijr.v2i1.546.

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Cognitive ability is an inner skill that uses the brain that is needed to perform tasks or anything that is simple to the most complex tasks. Games in education for students will help them develop the ability of cognitive structures in themselves, with the development of cognitive skills, students will also foster social attitudes in themselves and will help them socialize in society. The purpose of this study is to examine the effectiveness of educational games in improving students' cognitive and social skills. This research was conducted to understand that educational games can improve students' cognitive skills and can also develop students' social attitudes, while this research will also illustrate whether these educational games can be applied to all levels of education in schools. The method used in this study is a quantitative method in which in this case, the data collection used is by means of a questionnaire, with the correlation method to be applied through SPSS statistical software. Respondents involved in this study are students who are currently studying elementary school education and the results of the preparation of students who are used as assessment materials. The results obtained from this study explain that the effectiveness of educational games in improving students' cognitive and social skills has a good impact on students who are taking elementary school education, educators can also find out the effectiveness of educational games in improving students' cognitive and social skills. The conclusion obtained from this research outlines the effectiveness of educational games in improving the cognitive and social skills of students who are still studying in elementary school. With educational games can also find out the cognitive skills possessed by students and can also find out their attitudes in their social environment. Educational games can also develop students' cognitive and social attitudes.
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Cezarotto, Matheus, Pamela Martinez, and Barbara Chamberlin. "Redesigning for Accessibility: Design Decisions and Compromises in Educational Game Design." International Journal of Serious Games 9, no. 1 (March 18, 2022): 17–33. http://dx.doi.org/10.17083/ijsg.v9i1.469.

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Accessibility in educational media focuses on removing barriers based on learners’ varied needs. In educational games, players’ diverse needs can impact a wide variety of design strategies. This study focuses on the process used by one design team to prioritize accessibility in the redesign of their older educational games, while creating a process to inform development of new games. The study provides a framework for thinking about games and accessibility vis-a-vis educational games, and documents an action research study with the development team of the Math Snacks project. Using a participatory and qualitative approach, researchers provide a description of the team redesign process to address accessibility: how the team reviewed accessibility gaps in their games; made specific design choices in redesigning for accessibility; and determined which actions could make the games more accessible. The work yielded a process other design teams can implement in their review of existing games.
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Silveira, Aleph Campos, Ronei Ximenes Martins, and Estela Aparecida Oliveira Vieira. "E-Guess: Usability Evaluation for Educational Games." RIED. Revista Iberoamericana de Educación a Distancia 24, no. 1 (September 18, 2020): 245. http://dx.doi.org/10.5944/ried.24.1.27690.

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Usabilidad es un aspecto relevante en el análisis de la interfaz hombre-máquina, ya que se trata del diálogo que se establece entre sujetos, artefacto y calidad de uso e interacción que permite el sistema. Este trabajo presenta una heurística específica para la evaluación de juegos educativos, creada a partir de Game User Experience Satisfaction (GUESS) y, concomitantemente, las herramientas de evaluación de Nielsen. Para ello, se realizó una investigación aplicada con un enfoque cuantitativo-cualitativo - con la participación de 3 usuarios especializados y 4 usuarios potenciales en un juego educativo utilizado como estudio de caso. La elección de GUESS como punto de partida se debió a una revisión sistemática de la literatura sobre usabilidad. Según el modelo, se invitó a los usuarios a operar el juego educativo y presentar sus impresiones. A partir de los resultados seleccionados, se formuló una nueva herramienta de evaluación de uso, denominada E-GUESS. Con Educational-GUESS, introdujimos cambios dirigidos a temas pedagógicos y contenidos educativos que también busca dilucidar puntos importantes en el desarrollo de un juego educativo al permitir percepciones que son fácilmente ignorados durante la fase de diseño con la intención de superar la supuesta bipolaridad entre "divertido" y "educativo" en los juegos de software educativo. Otro aporte de la investigación fue el análisis de usabilidad realizado para el juego educativo utilizado en la recolección de datos. Este juego, que trata sobre el tema Tabla Periódica de Química y se encuentra en fase de validación, recibió valiosos aportes para ajustes en su jugabilidad.
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Yaşar, Hüseyin, and Mübin Kıyıcı. "A Descriptive Analysis of the Literature on Educational Games Published Between 1965 and 2019." International Journal of Technology in Education and Science 5, no. 2 (March 17, 2021): 258–76. http://dx.doi.org/10.46328/ijtes.229.

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In the present study, the studies conducted on educational games between 1965 and 2019 were analyzed to determine the trends in research based on the year of publication, topic, publication type, country, target audience and the concepts included in the study title. In the study, 7141 studies that were accessed with "educational games" keyword on the ERIC (Education Resources Information Center) database were analyzed. The abstract data were classified by a software developed by the authors for analysis and the analysis was conducted in two stages. First, the studies on educational games were examined as a group, and then the most studied topics were analyzed separately. The study findings demonstrated that the number of studies on educational games was the highest in 2016 and the prominent topics included instructional methods, learning activities, simulations, and classroom activities. It was determined that digital games were investigated as a type of educational games extensively in studies conducted since 2000, the major type of publication was journal articles, and Australia was the leading country in publications. It was determined that practitioners were the major audience until 2000, and the studies on teachers were prominent since. It was determined that the most frequent concepts in study titles included learning, instruction, simulation, school, game-based, design, computer, science, and mathematics and games, respectively.
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Sumandal, Allan H. "Development and Evaluation of Educational Games Using Lumi Education in General Biology 1 for STEM Students: Basis for Recommended Supplementary Teaching Materials." American Journal of Education and Technology 1, no. 4 (January 3, 2023): 13–23. http://dx.doi.org/10.54536/ajet.v1i4.1089.

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This study aimed to assess the perceived effectiveness of the educational games and the overall performance of the students after it was introduced to them. A descriptive-comparative method of research was utilized. Respondents of this study were twenty-six (26) Grade-12 STEM students. Researcher-made validated questionnaire based on a 5-point Likert scale was used for data collection. The findings of this study revealed that the contents used for educational games were about the cell cycle and cell membrane. Most Essential Learning Competencies were focused on describing, identifying, relating, and explaining biology contents. All of the educational games were rated strongly agree by the respondents. Students enjoyed the games and increased their motivation, interest, cooperation, and participation which transcribed better performance in class. Individual mean scores per lesson indicate that students fully understood the cell cycle concept: mitosis and meiosis. However, further interventions are needed to fully comprehend the function of the cell membrane components and transport mechanisms in the cell. Data analysis also shows a significant difference in the respondent’s responses on the perceived effectiveness of educational games and their mean scores when grouped according to gender. On the other hand, there was no significant relationship between the perceived effectiveness of educational games and the performance of students. A proposed action plan was designed to further improve the effectiveness of educational games in enhancing students learning in General Biology 1. Also, the researcher recommends that teachers may try to develop their games using Lumi Education software.
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Myers, Christina, Lara Piccolo, and Trevor Collins. "Democratising Digital Educational Game Design for Social Change." Journal of Learning for Development 10, no. 1 (March 20, 2023): 55–74. http://dx.doi.org/10.56059/jl4d.v10i1.714.

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Digital games can be used as educational tools for tackling structural inequalities and promoting social justice. Designing games with these purposes is often a complex task that requires a myriad of combined expertise, including games’ mechanics, software development, educational game design, pedagogy, and knowledge of the educational topic (which can target very specific social issues). Democratising the design of educational games is used to increase the agency and participation of diverse and novice groups throughout design processes - and can be used to improve the efficiency of such games as it directly leads to the inclusion of broad voices, knowledge, experiences and perspectives. This research adopted a Design-Based Research methodology to create, evaluate and validate 13 design principles to democratise the design of educational games for social change. Three research phases were implemented in turn: a preliminary research, prototyping and evaluation phase. The preliminary research phase was based on creating these principles by grounding them on fundamentals of Critical Pedagogy, a theory of education which presents pedagogical techniques to accelerate learning, engagement and social change. The prototyping phase was based on conducting semi-structured interviews to assess and improve these principles with educational and game design experts. During the evaluation phase, these principles were applied and evaluated during two weekend-long game design events, which were mostly attended by diverse groups who had never designed a digital game before. This research presents theoretical and practical contributions related to how to democratise educational game design for social change. It evidenced the relevance of facilitating design principles that addresses what could be done to trigger learning in games by presenting design principles; why this learning could be facilitated, from both educational and gaming perspectives; and how to implement these principles into an educational game.
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Castro, Maria Helena de. "ANALOG GAMES AND EDUCATIONAL SOFTWARE TO BETTER TEACH CHILDREN’S LITERACY: BIBLIOGRAPHIC CLIPPINGS." Revista Ibero-Americana de Humanidades, Ciências e Educação 10, no. 5 (May 20, 2024): 3583–94. http://dx.doi.org/10.51891/rease.v10i5.14061.

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O presente artigo comunica e apresenta recortes de uma pesquisa exploratória sobre o uso da ludicidade no Ensino Infantil sugerindo o uso de jogos analógicos e softwares educativos para a prática pedagógica nos anos iniciais do Ensino Fundamental. Como metodologia ativa foi feita uma busca virtual em sites e artigos acadêmicos para identificar e selecionar diversas ferramentas colaborativas analógicas e digitais direcionadas ao processo da Alfabetização. O objetivo central do presente trabalho é construir um banco de informações para serem utilizadas no desenvolvimento de um projeto de doutorado em ciências da Educação cuja meta é apresentar o seguinte produto didático-pedagógico: o designer inicial da oferta de oficinas de jogos analógicos e digitais tendo por meta estimular e fortalecer as práticas de professores e professores que trabalham no processo da alfabetização infantil na rede municipal de escola pública de Fortaleza, Ceará, Brasil.
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Ruiz, Muel Fred L., Rica I. Esclada, Jannica H. Balderama, Anzel Anne I. Aguirre, Ma Nancy I. Cutin, and Raymund M. Lozada. "WISE game: wireless interactive software educational game." Indonesian Journal of Electrical Engineering and Computer Science 23, no. 3 (September 1, 2021): 1357. http://dx.doi.org/10.11591/ijeecs.v23.i3.pp1357-1365.

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This study presents the development of a wireless, interactive, educational (WISE) game that incorporates the use of smartphones for reviewing lessons that might suit the standards of the Philippine government’s education department. It is easier today to engage students using digital platforms for education using interactive digital games. In this study, the users can play the game by connecting the smartphones to the prototype through wireless local area network. It consists of two types of cards: power cards which contribute excitement to the game, and question cards which contain questions to be answered by the players. The prototype is an integration of the following components: Raspberry Pi 3B, RFID reader and cards, and speakers. A graphical user interface where the players interact with the game was created using scripting languages, such as PHP, and JavaScript. The project was evaluated by different grade school students of Metro Manila, Philippines. The results of users’ evaluation show that the prototype is accessible and effective for use based on functionality and that the project can also serve as a tool for lesson reviews. Future development of WISE game includes its integration and compatibility to different operating systems with larger databases and accessibility.
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Queiros, Leandro Marques, Alex Sandro Gomes, José Aires de Castro Filho, Carlos Jose Pereira da Silva, Jose Wilson Pereira, Joao Victor Gabriel, and Ernani Martins Santos. "Percepção da Efetividade do Jogo Educativo Móvel Trevo S.A. para Aprendizagem de Combinatória por Professores e Estudantes." Jornal Internacional de Estudos em Educação Matemática 17, no. 1 (June 26, 2024): 49–57. http://dx.doi.org/10.17921/2176-5634.2024v17n1p49-57.

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O presente artigo visa avaliar as percepções de professores e estudantes acerca da efetividade do jogo para dispositivos móveis Trevo S.A. O jogo visa apoiar o ensino e a aprendizagem de combinatória no Ensino Médio. Para a medir a sua efetividade, foram usados formulários adaptados dos seguintes instrumentos de avaliação e validação da qualidade de softwares educativos, objetos de aprendizagem e jogos educativos: técnica de validação da Engenharia Didático-Informática (EDI), questionário de avaliação de Objeto de Aprendizagem (Learning Object Review Instrument, LORI), e das avaliações Educative GameFlow (EGameFlow) e Usability of Educational Computer Games (UsaECG). As avaliações foram realizadas com 5 professores e 12 estudantes do Ensino Médio por meio de formulários eletrônicos respondidos após à utilização do jogo. Os resultados atestam alto grau de aceitação por ambos os grupos e indicam que o Trevo S.A. foi reconhecido como um recurso adequado para uso educacional. Palavras-chave: Recurso Educacional Digital. Aprendizagem de Combinatória. Avaliação de Software Educativo. Jogo Educativo Móvel. AbstractThis paper aims to evaluate perceptions of teachers and students about the effectiveness of a mobile game called TREVO S.A. The game supports the learning of combinatorial analysis at high school. To measure its effectiveness, forms adapted from the following instruments for evaluating and validating the quality of educational software, learning objects and educational games were used: Didactic-Informatics Engineering (EDI) validation technique, Learning Object evaluation questionnaire (Learning Object Review Instrument, LORI), and the Educational GameFlow (EGameFlow) and Usability of Educational Computer Games (UsaECG) evaluations. The evaluations were carried out with 5 high school teachers and 12 students after using the game. The results attest to a high degree of acceptance by both groups and indicate that Trevo S.A. has been recognized as a suitable resource for educational use. Keywords: Digital Educational Resource. Combinatorial Learning, Educational Software Evaluation. Mobile Educational Game.
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Guo, Jong-Long, Hsiao-Pei Hsu, Mei-Hsun Lin, Cheng-Yu Lin, and Chiu-Mieh Huang. "Testing the Usability of Digital Educational Games for Encouraging Smoking Cessation." International Journal of Environmental Research and Public Health 17, no. 8 (April 14, 2020): 2695. http://dx.doi.org/10.3390/ijerph17082695.

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This study, using an observational design, assessed the effect of digital educational games on students’ intention to quit smoking. Specifically, a series of digital games were developed to encourage smoking cessation and enhance students’ engagement with the material. Three determinants of engagement were tested: perceived ease of use, perceived usefulness, and perceived satisfaction. Usability assessments were performed using a structured questionnaire and usability-testing software (Morae). Most students reported that the games were easy to use (73.3–93.3%), useful (60.0–83.3%) and satisfactory (66.7–70.0%). After using the games, approximately half (46.7–53.3%) reported that they intended to quit smoking. After controlling for gender and age, multiple regression analysis revealed that only perceived usefulness statistically significantly contributed to intention to quit (β = 2.38, p < 0.05). ‘Taiko Drumming’ showed the highest number of mouse clicks (67.23), and the lowest time between inputs (7.88 s). It also received the most positive feedback (17 marks). These findings show that integrating learners’ experiences into the development of learning material can improve learning effectiveness.
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Fatima Khaled Al-Nawaisah. "The Impact of Using Computer Games and Educational Programs on the Achievement and Growth of Creative Thinking among First-Grade Students in Arabic Language Course in Al-Karak." Britain International of Humanities and Social Sciences (BIoHS) Journal 4, no. 3 (October 12, 2022): 490–502. http://dx.doi.org/10.33258/biohs.v4i3.769.

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The study aimed to reveal the effect of using computer games and educational programs on the achievement and growth of creative thinking among first-grade students in the Arabic language course. The empirical approach was used; the study sample consisted of 59 students who were randomly assigned to three groups. To measure the effect of using computer games and educational programs on achievement, an achievement test was prepared in the Arabic language course by the researcher, and the Torrance Test of Creative Thinking was applied to determine the impact of using computer games and educational programs on the elements of creative thinking. The results did not show that there were statistically significant differences at 0.05  level in the achievement of the three groups, while the results resulted in the emergence of statistically significant differences at 0.05  level in the development of each creative thinking ability separately (fluency, flexibility, originality, and details), as well as in the development of The ability of creative thinking as a whole in favor of the first experimental group, which used educational computer games. In light of the results, the researcher makes a set of recommendations, including expanding the adoption of computer software and games for learning and teaching.
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Flores, Nuno, Ana C. R. Paiva, and Nuno Cruz. "Teaching Software Engineering Topics Through Pedagogical Game Design Patterns: An Empirical Study." Information 11, no. 3 (March 12, 2020): 153. http://dx.doi.org/10.3390/info11030153.

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Teaching software engineering in its many different forms using traditional teaching methods is difficult. Serious games can help overcome these challenges because they allow real situations to be simulated. However, the development of serious games is not easy and, although there are good practices for relating game design patterns to teaching techniques, there is no methodology to support its use in a specific context such as software engineering. This article presents a case study to validate a methodology that links the Learning and Teaching Functions (LTF) to the Game Design Patterns (PIB) in the context of Software Engineering Education. A serious game was developed from scratch using this methodology to teach software estimation (a specific topic of software engineering). An experiment was carried out to validate the effectiveness of the game by comparing the results of two different groups of students. The results indicate that the methodology can help to develop effective educational games on specific learning topics.
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Pratama, Bayu Indra, Rachmat Kriyantono, and Dessanti Putri Sekti Ari. "Gim Berbasis Open Source Software sebagai Media Pembelajaran Guru PAUD." Jurnal Pengabdian Masyarakat (abdira) 2, no. 2 (April 1, 2022): 1–7. http://dx.doi.org/10.31004/abdira.v2i2.117.

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Early childhood education teachers need to develop varied learning methods. Diverse learning methods can encourage students' interest in learning. The use of information technology is one of the methods and learning media that can be used. Teachers must be smart in choosing to use applications, so there needs to be the development of learning methods for early childhood teachers with open source licensed games. The use of open source applications can prevent teachers from abusing copyright. Based on the analysis of the existing problems, the team is of the view that it is necessary to socialize the use of games as a learning medium for PAUD teachers at Insan Permata Kindergarten, Malang City. This form of socialization is packaged in the form of an application use workshop that allows participants to learn directly. The form of the workshop is carried out using a ToT (Traning of Trainer) scheme. The findings of this workshop show that legality and cost aspects are actually a problem in the application of game applications. The price of educational computer games tends to be expensive. The use of computer games with open source licenses provides opportunities for variations in the applications used.
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P. De Lope, Rafael, Nuria Medina-Medina, Matías Urbieta, Alejandra B. Lliteras, and Antonio Mora García. "A novel UML-based methodology for modeling adventure-based educational games." Entertainment Computing 38 (May 2021): 100429. http://dx.doi.org/10.1016/j.entcom.2021.100429.

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