2013
DOI: 10.1109/rita.2013.2285024
|View full text |Cite
|
Sign up to set email alerts
|

Serious Games for the Development of Employment Oriented Competences

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1

Citation Types

0
4
0

Year Published

2018
2018
2023
2023

Publication Types

Select...
6
1

Relationship

0
7

Authors

Journals

citations
Cited by 9 publications
(4 citation statements)
references
References 9 publications
0
4
0
Order By: Relevance
“…Valsamidis et al analyzed the weblog data for designing student management system by introducing Markov clustering where a data set of 1,199 students were analyzed using Open eClass. Guenaga et al presented the research work of an interdisciplinary group of educators, entertainment experts, and technologists from the University of Deusto. They showed how technology facilitates a new teaching methodology by developing a game where students can practice their skills and improve their problem‐solving techniques.…”
Section: State‐of‐the‐artmentioning
confidence: 99%
“…Valsamidis et al analyzed the weblog data for designing student management system by introducing Markov clustering where a data set of 1,199 students were analyzed using Open eClass. Guenaga et al presented the research work of an interdisciplinary group of educators, entertainment experts, and technologists from the University of Deusto. They showed how technology facilitates a new teaching methodology by developing a game where students can practice their skills and improve their problem‐solving techniques.…”
Section: State‐of‐the‐artmentioning
confidence: 99%
“…Serious games have been applied to the development of skills [10,22], measuring the user's performance through a series of indicators. However, serious games are often used for a specific purpose, usually related to specific skills instead of generic skills.…”
Section: Semi-automated Assessment Toolsmentioning
confidence: 99%
“…From the academics' perspectives, the literature also highlights the challenges faced as they grapple with the effective integration of gamification using technology. These challenges include relating, connecting, and transforming pedagogical goals to game mechanics (Guenaga et al, 2013) and "understanding of how to gamify an activity depending on the specifics of the educational context" (Dichev & Dicheva, 2017, p. 25). Based on these concerns, we aim to examine academics' planning, implementation, and assessment of gamification (with technology) in their courses, from the lenses of pedagogical knowledge, skills, practices, considerations or reasonings, and the challenges faced.…”
Section: Introductionmentioning
confidence: 99%