2013
DOI: 10.1007/978-3-642-40790-1_25
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An Emerging Model of Creative Game-Based Learning

Abstract: This is the unspecified version of the paper.This version of the publication may differ from the final published version. Abstract. We consider the integration of creative approaches to problem solving into pervasive games is a natural extension of play for creative thinkingone that can innovatively drive technology-led changes to the facilitation of creative thinking and pose a new genre in serious gaming for learning. This paper presents an initial proposal of a new model of creative game-base learning (CGBL… Show more

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Cited by 6 publications
(5 citation statements)
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References 17 publications
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“…The game's content and environment are designed to encourage players to undertake certain types of creative thinking throughout the play process'. 32 A limited number of makers for outdoor heritage sites have got the message and are using games in mobile applications that subvert the principle of didactic, information-heavy interpretation very successfully. Jewish Time Jump (discussed in detail elsewhere in this issue by Owen Gotlieb) is one very effective example; Up River is another.…”
Section: Yet Games Have the Potential To Do Very Much More Than Thismentioning
confidence: 99%
“…The game's content and environment are designed to encourage players to undertake certain types of creative thinking throughout the play process'. 32 A limited number of makers for outdoor heritage sites have got the message and are using games in mobile applications that subvert the principle of didactic, information-heavy interpretation very successfully. Jewish Time Jump (discussed in detail elsewhere in this issue by Owen Gotlieb) is one very effective example; Up River is another.…”
Section: Yet Games Have the Potential To Do Very Much More Than Thismentioning
confidence: 99%
“…Sin embargo, dentro de los resultados relevantes para el ámbito de este proyecto se destacan las experiencias presentadas en el Museo de Arte de Barcelona (Melero, Hernández-Leo, & Manatunga, 2015), que introduce actividades para escolares y, en general, propuestas aplicadas de mobile learning (Ver: Su y Cheng, 2013; García-Cabot, de-Marcos, y Garcia-Lopez, 2015; Pace y Dipace, 2015; Ma, Oikonomou, y Borrero, F., Sanjuán, P. & Ramírez-González, G. (2015). lero, Hernández-Leo, & Manatunga, 2015), which introduce school activities, and, in general, proposed applications to mobile learning (See: Su & Cheng, 2013;García-Cabot, de-Marcos, & García-Lopez, 2015;Pace & Dipace, 2015;Ma, Oikonomou, & Jain, 2011;Sisarica & Maiden, 2013;Landers, Bauer, Callan, & Armstrong, 2015;Perez-Valle, Aguirrezabal, & Sillaurren, 2014;Herbert, Charles, Moore, & Charles, 2014;Amriani, Aji, Utomo, & Junus, 2013;de-Sousa-Borges, Durelli, Reis, & Isotani, 2014), analysis from the theory (See: Bouca, 2012;Giessen, 2015;Seiffert & Nothhaft, 2015;Oja & Riekki, 2012;Favorskaya, Sharma, Jain, & Howlett, 2015;Carter, Downs, Nansen, Harrop, & Gibbs, 2014), proposed applications in tourism and cultural subjects (See: Minucciani & Garnero, 2013); Pace & Dipace, 2015;Carroll, Hoffman, Han, & Rosson, 2015;Minazzi, 2015), and alternatives with an NFC interface (See Sarmenta, 2012) or augmented reality (See: Han, Jung, & Gibson, 2013;De-los-Ríos, Cabrera-Umpiérrez, Arredondo, Páramo, Baranski, Meis, & Del-Mar-Villafranca, 2014). Based on the results of this literary analysis, it is seen that this is an area yet to be explored and exploited at the level of case studies, although the available literature on the theoretical foundation and its application to other technological options is quite advanced.…”
Section: A Bibliográficamentioning
confidence: 99%
“…This design describes the characteristics that directly affect the implementation of the serious game, which are developed through our own methodology, adapted from the Scrum methodology, a well-established methodology for this type of technological development (Sisarica & Maiden, 2013;Landers et al, 2015;Pérez-Valle et al, 2014).…”
Section: Application Designmentioning
confidence: 99%
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“…Besides practicality, creativity is another important design factor of an effective game-based learning system [33]. Facilitated by advances in web-related technologies, crowdsourcing has become a new technique for practicing open innovation, for example, the sheep market [2], T-shirt design [9], and software idea competition [21].…”
Section: Introductionmentioning
confidence: 99%