2014 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL2014) 2014
DOI: 10.1109/imctl.2014.7011143
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The ALICE experience: A learning framework to promote gaming literacy for educators and its refinement

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Cited by 8 publications
(3 citation statements)
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“…In the same way that traditional literacy defined reading and writing skills as being essential for gathering knowledge and communicating, digital games are now encouraging educators to seek modern types of literacy [8,14,18,36,48]. In light of this, we should, ideally, allow everyone to create and play them.…”
Section: Introductionmentioning
confidence: 99%
See 1 more Smart Citation
“…In the same way that traditional literacy defined reading and writing skills as being essential for gathering knowledge and communicating, digital games are now encouraging educators to seek modern types of literacy [8,14,18,36,48]. In light of this, we should, ideally, allow everyone to create and play them.…”
Section: Introductionmentioning
confidence: 99%
“…Our analysis of academic studies that describes the end-user development of digital games obtained similar results. In particular, young Anglophone students (normally children and teenagers attending elementary and high schools in the United Stated of America; for instance, in [1,5,6,7,9,17,18,21,22,24,26,29,32,34,35,36,41,45,47,48,54,57]) seem to be most often the intended audience for the design and evaluation of game creation strategies. Modder (people who modify their favourite games) communities were the second most common audience (for instance, in [42,43,55]).…”
Section: Introductionmentioning
confidence: 99%
“…Η παρατήρηση αυτή έρχεται να υποστηρίξει τη θεώρηση ορισμένων ερευνητών πως ο βαθμός δυσκολίας των καταστάσεων σχεδιασμού μπορεί να αποτελέσει αποτρεπτικό παράγοντα συμμετοχής σε σχετικές δραστηριότητες (Habgood, Ainsworth, & Benford, 2005;Ke, 2014) και να υποστηρίξει την οπτική πως η ανάπτυξη δεξιοτήτων σχετικών με την κατασκευή παιχνιδιών μπορεί να εξελιχθεί μέσα από οργανωμένες εκπαιδευτικές δραστηριότητες (Moumoutzis et al, 2015;Salen, 2007). Επιπρόσθετα παραθέτει ένα σύνολο δεξιοτήτων, οι οποίες μπορούν να χρησιμοποιηθούν σε μελλοντικές έρευνες πάνω στις μελέτες παιγνίων σε συνδυασμό με προηγούμενες μελέτες σχετικές με δεξιότητες σχεδιασμού (de Valk, Bekker, & Eggen, 2014;Glos & Cassell, 1997;Pardo, Howard, & Vetere, 2008;Read & Bekker, 2011 (Malinverni et al, 2017), είτε ως εργαλεία αξιολόγησης της σχεδιαστικής και εκπαιδευτικής διαδικασίας (Hamlen, 2011;Rosli et al, 2014).…”
Section: στρατηγικες κατασκευηςunclassified