Proceedings of the Annual Symposium on Computer-Human Interaction in Play 2020
DOI: 10.1145/3410404.3414230
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Designing a Game to Help Higher Education Students Develop Their Note-Taking Skills

Abstract: Taking effective notes is an important skill in academic and professional settings and one that is cultivated primarily in Higher Education (HE). However, students often find it difficult to effectively record important information in their notes [37], while it has been suggested that they often record less than 50% of the key information of a lecture [15].Games can be a powerful way to help students learn [30]. Yet, to date, there is scarce empirical research on games specifically designed to help HE students… Show more

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Cited by 2 publications
(6 citation statements)
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“…Two of these games additionally use points [44][45][46]. Points are awarded in seven other games, but never without using an additional game element [27,32,35,37,39,41,50]. Similarly, the element of challenge is mostly used in combination with other elements [27,28,31,35,[37][38][39][40]49].…”
Section: Methodsmentioning
confidence: 99%
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“…Two of these games additionally use points [44][45][46]. Points are awarded in seven other games, but never without using an additional game element [27,32,35,37,39,41,50]. Similarly, the element of challenge is mostly used in combination with other elements [27,28,31,35,[37][38][39][40]49].…”
Section: Methodsmentioning
confidence: 99%
“…Points are awarded in seven other games, but never without using an additional game element [27,32,35,37,39,41,50]. Similarly, the element of challenge is mostly used in combination with other elements [27,28,31,35,[37][38][39][40]49]. Only in one of the nine games, the one from the logistics area, are challenges exclusively used as an element [38].…”
Section: Methodsmentioning
confidence: 99%
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