Educational games

Xem 1-20 trên 46 kết quả Educational games
  • The aim of our research is to present a context-awareness multi-agent-based mobile educational game that can generate a series of learning activities for users doing On-the-Job training and make users interact with specific objects in their working environment. We reveal multi-agent architecture (MAA) into the mobile educational game design to achieve the goals of developing a lightweight, flexible, and scalable game on the platform with limited resources such as mobile phones.

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  • The aim of this study is finding out helpful games for teaching reading lessons which attract students’ attention to the lesson. The students will feel interested, enjoyable and funny when they take part in the reading lesson and it's helpful for students to improve their reading skill in which the study focuses on finding the reality of the first year English majors’ learning English reading and giving them the suggestions for better reading. The author wants to change the students’ attitude on reading English and let them find English reading more interesting.

    pdf63p cothumenhmong10 19-03-2021 12 1   Download

  • This study investigated the effects of novices’ learning style and gender consciousness on learning of programming concepts from game-based learning activities. Four classes of eighth graders with 59 males and 63 females participated in this study. Participants were identified as the diverger group and the converger group based on their stronger learning styles. Game-play activities were implemented to support participants’ learning of programming concepts.

    pdf15p ketaucho 06-11-2019 19 0   Download

  • The results indicated that a few terms of game elements were used: points, feedback, levels, leaderboards, challenges, badges, avatars, competition, and cooperation to explaine the relationship to SDT: Competence, Autonomy, and Relatedness. The results from this study will be used to design a gamified system in a healthcare context to promote physical activity.

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  • Teachers face many difficulties in the motivation, engagement, and improvement of learning outcomes for students in Science, Technology, Engineering, and Mathematics (STEM). In this paper, we present a research study on the learning experience of a new interactive educational 3D video game called Final Frontier, designed for primary school students. This game supports student knowledge acquisition on two Solar System planets Mercury and Venus, and a satellite - Moon through direct experience, interactive challenges and fun.

    pdf27p dayhoctainha 10-09-2020 7 0   Download

  • The way we customize our things says a lot about who we are. Today, everywhere we look, we are surrounded by a convergence of media – videogames, advertisements, and television.We are told what to believe, how to think, and how to act.We are told what’s cool and what’s not, what we should buy, what we should wear, and what music we should listen to. Hardware hacking has never been about what the mainstream media thinks. It’s about creativity, education, experimentation, personalization, and just having fun.This book is no different....

    pdf593p huyhoang 06-08-2009 538 175   Download

  • (BQ) Educational board games are often expensive and sometimes limited in scope. The games in This document can be used exactly as they are printed or you can photocopy the boards, color them, laminate them, and store them in file folders for repeated use. The games are designed to reinforce a variety of basic grammar skills. At least two games are included for each skill in the book, and two different skill levels are addressed within each skill area

    pdf179p thuybaclieu123 26-04-2016 125 52   Download

  • Mick and I have only known each other for a relatively short time, however, during this period, I have learnt a great deal about his ‘Learning Through Sport’ philosophy that encourages players and coaches to think for themselves. Since I have been involved in the Worcester programme, I can see that he has drawn upon his extensive experience as a coach and an educator to create a vision that will enhance the development of many types of people in basketball-related areas.

    pdf129p bunmang_1 01-05-2013 46 7   Download

  • It seems like teaching about games should be easy. After all, students enjoy engaging with course content and have extensive experience with videogames. However, games education can be surprisingly complex. This book explores ludoliteracy, or the question of what it means to understand games, by looking at the challenges and

    pdf160p mymi0809 18-01-2013 34 5   Download

  • This book is dedicated to education. We need more education, deeper education, more effective education, more access to education, and more affordable education. While education works well for millions of learners, it doesn’t work for everyone. There are millions more whose lives could be transformed by education. For education to do better we cannot just keep doing the same things.

    pdf402p konbetocroi 03-01-2013 40 2   Download

  • Can video games increase the financial capability of millions of financially vulnerable Americans? Doorways to Dreams Fund seeks to address this question with its Financial Entertainment (FE) innovation, which leverages the power and popularity of casual video games to engage consumers in a financial education experience that links increases in financial knowledge and confidence to financial actions and real world behavior change.

    pdf0p xuancoem 04-02-2013 38 2   Download

  • Copyright © 2010 Paul Zirkle and Joe Hogue. All rights reserved. Printed in the United States of America. Published by O’Reilly Media, Inc., 1005 Gravenstein Highway North, Sebastopol, CA 95472. O’Reilly books may be purchased for educational, business, or sales promotional use. Online editions are also available for most titles

    pdf0p bongbong_hong 09-12-2012 32 0   Download

  • In recent years, the studies on the use of language games to help motivate learners’ participation and cooperation in learning foreign languages have been very popular among educational researchers in the world and in Vietnam. However, whether these innovative activities really enhance students’ competence in oral communication in the Northern mountainous region of Vietnam like in Thai Nguyen province has not been fully investigated by researchers.

    pdf5p doctorstrange1 21-06-2018 28 0   Download

  • Real-life room-escape games are ludic activities in which participants enter a room in order to get out of it only after solving some riddles. In this paper, we explain a Room Escape teaching experience developed in the Engineering School at Universitat Autònoma de Barcelona. The goal of this activity is to increase student’s motivation and to improve their learning on two courses of the second year in the Computer Engineering degree: Computer Networks and Information and Security.

    pdf10p nguyentuananh2502 30-04-2019 24 0   Download

  • Social networking sites (SNSs) such as Facebook have a potential to become a valuable learning environment. Facebook games with appropriate instructional design may provide players with better learning experiences and outcomes. Using an effective educational Facebook game, we aimed to explore the educational effects of Facebook games as self-directed e-learning environments. We tested our hypotheses on a sample of 73 undergraduates (42 females). The participants completed the Facebook game and self-administered questionnaires over a 3-week period.

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  • This paper presents the effects of using digital games on improving language learning in Tanzanian preschools. A gamified learning prototype system was developed for making alphabetical sound articulation more engaging and fun. The study was conducted with twelve preschools in Tanzania. The results revealed that preschoolers’ learning performance was improved when the game-based learning approach was incorporated into the sound articulation lesson.

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  • The present study systematically reviewed research articles published in international academic journals from 2007 to 2016, analyzed the application domains, subjects, and adopted learning strategies, and investigated the research issues of smartphone-supported medical education. The findings revealed that the application of smartphones in medical education and training has not gained much popularity over the past years.

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  • Growth and development are terms that refer to dynamic processes that begin at conception. Human growth is the progressive increase in physical size of a child whereas; human development is progressive acquisition of various skills and abilities. The process of growth and development is predictable and it follows a sequence. Both processes go hand in hand, are interrelated and none occurs apart from the other but the rates at which it occurs might be different. The present paper is an attempt to summarize concept of growth and development.

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  • Although some research has examined the use of games for the education of pediatric patients, the use of technology for parental education seems like an appropriate application as it has been a part of the popular culture for at least 30 years.

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  • This study aims to shed further light on how to utilize digital games in education as a contribution to developing educable intellectual disabled children's teaching and learning practices via identifying the requirements for their design and use at those children's classes.

    pdf30p orianahuynh 05-06-2020 10 0   Download



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