- Nov 2018
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www.hindawi.com www.hindawi.com
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Mobile Based User-Centered Learning Environment for Adult Absolute Illiterates
This study reviewed the education of absolute illiterates globally. It was based on the creation of game-based learning (GBL) which provides a user-friendly learning platform with little cost and little intimidation for the learner. The research also identified 60% of the world's illiterate population residing in rural areas with little access to computers and educational centers. The GBL environments created real world environments that allow learners to practice real-life scenarios in familiar surroundings using 3-D technology. The study also adapted a English language program to meet the needs of various languages. The context of the game is a farmer and a wife then acquire items and count them in their native language. The numbers used in counting are spoken and the game produces the correlating number so the learner becomes familiar with the written form of the letter. In conclusion, the participants identified that the mobile learning was more beneficial than PC applications due to unreliable electrical service at home. The mobile system was also available on demand.and applied to participants real-life usage.
RATING: 10/10
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- May 2017
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www.wevideo.com www.wevideo.com
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Affinity 1
Hi Mike, great job! I thought your presentation was very organized and professional looking. I thought your title cards really added to the good organization of it. I appreciated the overview you gave of the actual game in the very beginning of your presentation, in case viewers were not familiar with the game. Like you, I also like old-school 2D games, so it was pretty interesting to see this game, as I was unfamiliar with it until now. I also love sandbox games, so I think this is one I will probably be checking out soon. The affinity space, terraria.org, looks to be a very good space. I was impressed with the Wiki content for users, and how useful it must be for new users especially. It was also nice to see an active, lively community. Well done!
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sites.google.com sites.google.com
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What did the Affinity Space Teach Me?
Melanie, I thought your presentation was wonderful. I have been playing around with reddit for a couple of months and love it. In fact, I just came across an instructional design subreddit a couple of days ago and realized how valuable this website is for so many people. I was very interested in how math educators come together on the subreddit you covered in your presentation - very cool! This seems like a very rich tool for math teachers and a goldmine for ideas to incorporate in one's own job. I really appreciated how you tied your blog post updates into your presentation. I think so far it's been the only one I have seen that has done that. Well done! S. Gill
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- Jun 2016
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www.sciencedirect.com www.sciencedirect.com
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Generally, literature in the game-based context reflects similar understanding of the phenomenon that the challenge in games may drive a players' sense of flow and engagement (e.g. Wang and Chen, 2010 and Hwang et al., 2012).
General acceptance of idea of difficulty curve, but little empirical study of it
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Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning
This might be useful for the resources list in GOBLIN and as validation for our claims on difficulty curves and flow.
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www.sciencedirect.com www.sciencedirect.com
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it requires less computing power, and hence the developed educational games can be executed on the computers of most elementary schools in Taiwan; third, we wanted to avoid situating elementary school students in a complex 3D interface, which may increase the difficulty for them to learn with the game.
I like the focus on minimilism
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RPG Maker
I need to check out RPG maker
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3. Research questionsIn this study, a contextual educational computer game was developed to situate students in inquiry contexts for social studies courses. Furthermore, an experiment was conducted to probe the effects of the proposed approach on students' learning performance and perceptions. The research questions explored in this study are shown below.(1)Can the contextual educational computer game improve the students' learning achievement in comparison with the web-based inquiry learning approach? What are its impacts on the learning achievements of the students with different learning styles?(2)Can the contextual educational computer game improve the students' learning motivation in comparison with the web-based inquiry learning approach? What are its impacts on the learning motivation of the students with different learning styles?(3)Can the contextual educational computer game promote the students' learning satisfaction degrees in comparison with the web-based inquiry learning approach? What are its impacts on the learning satisfaction of students with different learning styles?(4)Can the contextual educational computer game promote the students' flow states in comparison with the web-based inquiry learning approach? What are its impacts on the flow states of students with different learning styles?
These research questions might be useful in formulating the research questions we are working on for the GOBLIN FLC project
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Digital game-based learning (DGBL) is a student-centered educational approach which adopts the form of simulations situating students in a learning environment (Hung et al., 2012, Hwang, Yang, et al., 2013 and Prensky, 2003). Thus, DGBL is a kind of learning context in which players compete while acquiring educational goals according to specific rules and principles, contributing to the development of their cognitive skills and their construction of knowledge, while at the same time promoting their motivation (Erhel and Jamet, 2013, Huang et al., 2010, Moreno, 2012 and Moreno-Ger et al., 2008). Moreover, Hwang, Sung, et al., 2012, Hwang, Tsai, et al., 2012 and Hwang, Wu, et al., 2012 indicated that educational computer games can be considered as a situated learning environment in which students acquire skills and knowledge from the process of playing the games. Specifically, DGBL can afford a meaningful environment for developing students' problem-solving abilities (Kiili, 2007 and Kim et al., 2009).
Beginning of a lit review section on DGBL
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A contextual game-based learning approach to improving students' inquiry-based learning performance in social studies courses
Research article on blending GBL and IBL in elementary school social studies courses
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