2018 41st International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO) 2018
DOI: 10.23919/mipro.2018.8400148
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Designing an educational music game for digital game based learning: A Lithuanian case study

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Cited by 19 publications
(13 citation statements)
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“…Diferentes autores têm diversos conceitos sobre o termo jogos sérios ou educacionais [ Salen e Zimmerman, 2004. Raziūnaitė, P. et al, 2018.…”
Section: Resultsunclassified
“…Diferentes autores têm diversos conceitos sobre o termo jogos sérios ou educacionais [ Salen e Zimmerman, 2004. Raziūnaitė, P. et al, 2018.…”
Section: Resultsunclassified
“…Games for learning were successfully used to bolster knowledge acquisition in different domains (such as preschool education [13], project-based teaching at university [14], and economics and marketing education [15]) while supporting, to a lesser degree, sustaining work productivity [16] and the acquisition of new knowledge [17], social skills, and behavioral changes [18]. The exploitation of such ICT interfaces allows educators to envisage new and innovative teaching methods such as, for example, preparing medical professionals to explore new therapies and medical procedures, putting people at lesser risk, as it was shown that older people who use computers have a lower risk of receiving a diagnosis of dementia by up to 8.5 years [19].…”
Section: A Potential In Serious Games and Gamificationmentioning
confidence: 99%
“…It is necessary to create an environment that will allow students to relieve emotional stress and show their abilities to the maximum. Gaming technology can solve this problem, which was demonstrated by several serious games applied for preschool children [9], high school student [10] and adult vocational education [11].…”
Section: Introductionmentioning
confidence: 99%