2012 IEEE 12th International Conference on Advanced Learning Technologies 2012
DOI: 10.1109/icalt.2012.55
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Utilizing Virtual Worlds for Game Based Learning: Grafica, a 3D Educational Game in Second Life

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Cited by 20 publications
(21 citation statements)
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“…Terzidou et al (2012) discuss affective outcomes, especially the way interviewees feel before and after their participation in the game. Prior to participating, the interviewees report feelings of entertainment, fascination, and satisfaction before their participation in the game, which increase after use, indicating that participants find the use of 3D virtual game appealing.…”
Section: Attitudes and Satisfactionmentioning
confidence: 99%
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“…Terzidou et al (2012) discuss affective outcomes, especially the way interviewees feel before and after their participation in the game. Prior to participating, the interviewees report feelings of entertainment, fascination, and satisfaction before their participation in the game, which increase after use, indicating that participants find the use of 3D virtual game appealing.…”
Section: Attitudes and Satisfactionmentioning
confidence: 99%
“…In general, most studies report that students develop a positive attitude toward the pedagogical adoption of games and simulations in education (Divjak & Tomić, 2011;Bekebrede, 2011;Ibrahim et al, 2011;Beckem & Watkins, 2012;Tanner et al, 2012;von Wangenheim et al, 2012;Halpern et al, 2012;Terzidou et al, 2012;Hanning et al, 2013;Giovanello, 2013;Cvetić et al, 2013;Kovalik & Kuo, 2012;Li & Tsai, 2013;Hainey et al, 2011;Boeker et al, 2013;Nkhoma et al, 2014;Costa et al, 2014;Chaves et al, 2015;Riemer & Schrader, 2015;Angelini, 2016;Geithner & Menzel, 2016). The participants in Dudzinski et al (2013) respond positively towards a serious web-based game, describing the experience as interesting, stimulating and helpful, as well as a valuable addition to their pharmacy curriculum.…”
Section: Attitudes and Satisfactionmentioning
confidence: 99%
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“…Analysis of acceptability/applicability of the GBL/DSG approach: seeks to represent student's opinion about the game, that is, analyze the approach impact within its users (Rodríguez-Cerezo, 2014;Adamo-Villani, 2013;Terzidou, 2012).…”
Section: Ways Of Dsg and Gbl Approaches' Assessmentmentioning
confidence: 99%
“…Educational computer games especially encourage the development of logic, skills acquisition and knowledge transfer in a pleasant way, [16] as users implement the tasks given in order to achieve the objectives proposed. Ever since the very first research conducted on the field of using games in education [17] there has been proof of the educational games and software as being sources of motivation for users to test their knowledge, and develop their skills by applying knowledge to learn things that did not know, enjoying themselves at the same time [18].…”
Section: Introductionmentioning
confidence: 99%