Assessment of motivation in games based e-learning
I. Ghergulescu, C. H. Muntean, (2010), Assessment of motivation in games based e-learning, In IADIS International Conference Cognition and Exploratory Learning in Digital Age (CELDA 2010), Timisoara, Romania, pp. 71-78.
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Seen by:Learner Motivation Assessment with <e-Adventure> Game Platform
I.Ghergulescu, C. H. Muntean, (2011), Learner Motivation Assessment with <e-Adventure> Game Platform, In AACE E-LEARN- World Conference on E-Learning in Corporate, Government, Healthcare & Higher Education, Honolulu, Hawaii, pp 1212-1221.
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Seen by:The Impact of Console Games in the Classroom: Evidence From Schools in Scotland
Published with Cathrin Howells and Sue Cranmer (2010). Futurelab: Bristol, UK.
Research commissioned by Learning and Teaching
Scotland (LTS) in partnership with Futurelab, the focus was to... more
Research commissioned by Learning and Teaching
Scotland (LTS) in partnership with Futurelab, the focus was to identify the educational benefits of console game-based learning in primary and secondary schools. The project also sought to understand how the benefits of educational gaming could transfer to other settings and, in particular, how the model of the Learning and Teaching Scotland Consolarium – the national centre for games and learning that explores and support game-based learning (GBL) in the classroom – could be modified, extended or enhanced. For this purpose, research was carried out in classrooms in Scotland to explore learning with games played on games consoles, such as PlayStations, Xboxes and Wiis. Interviews were carried out with school leaders, classroom teachers and students in 19 schools followed up by a series of lesson observations in four of these schools.
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Seen by:Beer bottle tops: a simple forest management game
International Forestry Review 8:432-438 (2006)
Forest planning and management concepts can sometimes be difficult to grasp. Games provide an effective way to... more Forest planning and management concepts can sometimes be difficult to grasp. Games provide an effective way to demonstrate different concepts and facilitate deeper understanding of approaches and practices to sustainable forest management. In this paper we describe a game devised to demonstrate alternative ways to set allowable harvest levels in large (>10,000 ha) native forest planning units. The game requires minimal materials (photocopies of relevant maps and a few hundred beer bottle tops), and can be played and debriefed in 2-3 hours. The game focuses on the principles underlying area control and volume control of timber harvesting, and provides a basis for discussion of inventory and monitoring needs. The game has been popular and effective in courses for forestry professionals in developing countries, and for students in an undergraduate forestry course.
Distributed emotions in the design of learning technologies
by Beaumie Kim
Kim, B., & Kim, M. S. (2010). Distributed emotions in the design of learning technologies. Educational Technology, 50(5), 14-19.
Learning is a social activity, which requires interactions with the environment, tools, people, and also ourselves... more
Learning is a social activity, which requires interactions with the environment, tools, people, and also ourselves (e.g., our previous experiences). Each interaction provides different
meanings to learners, and the associated emotion affects their learning and performance. With the premise that emotion and cognition are distributed, we suggest two principles for considering emotion in the design of learning technologies: use relational meanings around content; and think of emotion as providing resources for learning, design and research. In this paper, we discuss these principles based on how we are designing a 3D multiplayer game for learning Earth system using dinosaurs and their fossils as conceptual and emotional anchors of learning.
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