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Keyword: Game-Based LearningInitial Experiments using Game-based Learning Applied in a Classical Knowledge Robotics in In-Person and Distance Learning Classroom
This paper addresses experiments with Scratch-developed games in the robotics introduction course at the Federal University of Technology – Paraná. It aims at assisting learning of classical and initial robotics concepts. This proposal, similar to the classic 80s war tanks game on Atari 2600, was developed using an autonomous vehicle. In the first experiment, applied…
Read MoreExtendable Board Game to Facilitate Learning in Supply Chain Management
Game-based learning has been introduced as an interactive tool to facilitate learning and training processes in various fields, including supply chain management (SCM). Most of these games are specifically designed to focus on certain scenarios and concepts. For example, the original beer distribution game focuses on a single product supply chain without considering capacity and…
Read MoreInnovative Research on the Development of Game-based Tourism Information Services Using Component-based Software Engineering
In recent years, a number of studies have been conducted exploring the potential of digital tour guides, that is, multimedia components (e.g., 2D graphic, 3D models, and sound effects) that can be integrated into digital storytelling with location-based services. This study uses component-based software engineering to develop the content of game-based tourism information services. The…
Read MoreInnovative design with learning reflexiveness for developing the Hamiltonian circuit learning games
In this study, we use a new proposed framework to develop the Hamiltonian circuit learning games for college students. The framework is for enhancing learners’ activities with learning reflexiveness. The design of these games is based on this framework to achieve the targeted learning outcomes. In recent years, the game-based learning is a very popular…
Read MoreOctalysis Audit to Analyze gamification on Kahoot!
Since its release in 2013, 4.4 billion people around the world have used Kahoot!. Various topics with multiple languages have been made so that there are at least 200 billion games. A very high number for an educational application. Why Kahoot! So interesting? This study aims to analyze the gamification elements found in Kahoot! as…
Read MorePersonalized Serious Games for Improving Attention Skills among Palestinian Adolescents
Serious games (SGs) are interactive and entertaining digital games with a special educational purpose. Studies have shown that SGs are effective in enhancing educational skills. Cognitive skills training through serious games have been used in improving students learning outcomes. In this article, we introduce the ‘plants kingdom’ serious game for improving adolescents’ cognitive skills, mainly…
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