2008 38th Annual Frontiers in Education Conference 2008
DOI: 10.1109/fie.2008.4720599
|View full text |Cite
|
Sign up to set email alerts
|

Work in progress - learning through role play games

Abstract: It is commonly accepted that the educational environment has been undergoing considerable change due to the use of the Information and Communication tools. But learning depends upon actions such as experimenting, visualizing and demonstrating through which the learner succeeds in constructing his own knowledge. Although it is not easy to achieve these actions through current ICT supported learning approaches, Role Playing Games (RPG) may well develop such capacities. The creation of an interactive computer gam… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

0
10
0

Year Published

2009
2009
2016
2016

Publication Types

Select...
5
2
2

Relationship

0
9

Authors

Journals

citations
Cited by 21 publications
(10 citation statements)
references
References 1 publication
0
10
0
Order By: Relevance
“…Computer games have different types or genre, can be played on a standalone or networked form, in a synchronous or asynchronous format [17]. Playing a computer game generates a series of events that outline a narrative and carry emotions, pleasures and challenges unique to that narrative.…”
Section: Game Designmentioning
confidence: 99%
See 1 more Smart Citation
“…Computer games have different types or genre, can be played on a standalone or networked form, in a synchronous or asynchronous format [17]. Playing a computer game generates a series of events that outline a narrative and carry emotions, pleasures and challenges unique to that narrative.…”
Section: Game Designmentioning
confidence: 99%
“…Failure to follow these rules constitutes a crime or mistake and implies a punishment or penalty [16].…”
Section: Game Designmentioning
confidence: 99%
“…Games can be social environments, sometimes involving large distributed communities. They imply self-learning abilities (players are often required to seek out information to master the game itself), allow transfer of learning from other realities, and are inherently experiential with the engagement of multiple senses [30].…”
Section: Using Computer Games For Educational Purposesmentioning
confidence: 99%
“…The project assumed that this was not due to lesser skills of these youngsters but mostly due to wrong teaching strategies. Students belong to the "net-generation" and they are "digital natives": they are technologically-savvy, they quickly absorb information but in shorter chunks, they expect instant responses and feedback and they want to be active in their learning [8]. Games have been demonstrated to be particularly fit for experiential learning and to support competence development for engineering [9][10] so there was a clear fit to the project objectives.…”
Section: Introductionmentioning
confidence: 99%