2011
DOI: 10.3991/ijep.v1i1.1601
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Remote Experiments and Online Games: How to Merge them?

Abstract: Abstract-Online games fulfill the basic requirements of learning environments and can provide engaging learning experience for students. The remote experimentations bring to STEM (science, technology, engineering and mathematics) students the ability to practice configuration, deployment, and troubleshooting scenarios in real-life environment on real equipment. These two teaching methodologies are well known, developed and described in the literature. However, the concepts of integration of the remote experime… Show more

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Cited by 5 publications
(1 citation statement)
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“…It is well-known that the motivation of students practicing e-learning may not only be modeled and measured, but also fostered, with the proper use of an LMS (ARCS model [35]: attention, relevancy, confidence and satisfaction). In addition, the use of games may contribute in enhancing motivation, yet it is unclear to which extent instructional games directly affect learning outcomes [36], [37]. Games are characterized by six key-dimensions [38]: fantasy, clear rules and goals, sensory stimuli, challenge, mystery and control.…”
Section: Game-like Strategymentioning
confidence: 99%
“…It is well-known that the motivation of students practicing e-learning may not only be modeled and measured, but also fostered, with the proper use of an LMS (ARCS model [35]: attention, relevancy, confidence and satisfaction). In addition, the use of games may contribute in enhancing motivation, yet it is unclear to which extent instructional games directly affect learning outcomes [36], [37]. Games are characterized by six key-dimensions [38]: fantasy, clear rules and goals, sensory stimuli, challenge, mystery and control.…”
Section: Game-like Strategymentioning
confidence: 99%