2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES) 2016
DOI: 10.1109/vs-games.2016.7590350
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Game Based Learning: A Case Study on Designing an Educational Game for Children in Developing Countries

Abstract: Abstract-Despite the efforts and global policies to achieve universal primary education, there are still 58 million children, roughly between the ages of 6 and 11, out of school globally. Although previous studies showed the value of serious games for learning, not enough efforts were made to apply serious games to reduce children illiteracy. Understanding the complexity of this problem, we put together a multidisciplinary research team, and an industrial partner, to work on the design of a serious game for ch… Show more

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Cited by 20 publications
(9 citation statements)
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“…The new century has brought new communication needs and new tools to facilitate it widely and more efficiently, especially the exponential evolution of digital technology and the new communication channels it has facilitated. When referring to cultural heritage (CH), communication holds high potential for "encouraging greater participation, innovation, and creativity in learning" [12], and even in the mitigation of functional illiteracy [13], especially through the interactive and autonomous tools brought by web 2.0 that allow the user to also be a creator of content.…”
Section: Heritage Communication Based On World-simulation Videogamesmentioning
confidence: 99%
“…The new century has brought new communication needs and new tools to facilitate it widely and more efficiently, especially the exponential evolution of digital technology and the new communication channels it has facilitated. When referring to cultural heritage (CH), communication holds high potential for "encouraging greater participation, innovation, and creativity in learning" [12], and even in the mitigation of functional illiteracy [13], especially through the interactive and autonomous tools brought by web 2.0 that allow the user to also be a creator of content.…”
Section: Heritage Communication Based On World-simulation Videogamesmentioning
confidence: 99%
“…Games can be defined as playing a competitive sport that is followed by rules and end in a scored result [6]. The purpose of well-designed games in classrooms serves two purposes.…”
Section: Review Of Related Literatures and Studiesmentioning
confidence: 99%
“…This ICT tools also help them in learning new knowledge through activities that are related to real life scenarios [19]. Digitized educational activities that are properly designed can be a very useful and effective tool in learning [6], [13], [20]. Activities that are interactive can be helpful in children and it can also be a factor in their growth in terms of learning incentives and finally, in their right mental development for science and math subjects.…”
Section: Review Of Related Literatures and Studiesmentioning
confidence: 99%
“…As highlighted by Ferreira, Gouin-Vallerand, and Hotte (2016), "Unfortunately, most of current efforts in this area aimed to complement the daily school learning or focus only in a particular learning content, not offering strong solutions for providing children's education in lieu of availability of regular schooling".…”
Section: Originality Of Ksmsmentioning
confidence: 99%
“…The result of this strategy was learning to design gaming scenarios and game mechanics that include both gaming and learning aspects" (Ferreira et al, 2016). According to (Bouvier et al, 2013) In recent years, various initiatives lead to the conclusion that "The amalgamation of mobile learning is mini terminal and learning games is promising to solve the lack of access to education of children who are deprived populations" (Bouvier et al 2013).…”
Section: Instructional Scenariomentioning
confidence: 99%