2011
DOI: 10.1016/j.compedu.2011.05.007
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Exploring Newtonian mechanics in a conceptually-integrated digital game: Comparison of learning and affective outcomes for students in Taiwan and the United States

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Cited by 143 publications
(92 citation statements)
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“…These games help students to explore demanding concepts emphasizing research process and not to mechanically learning that most of Traditional Teaching Methods use .In 2006 Federation of American Scientists in a report said that digital games is a great new tool for education prompting governmental and private organizational support to fund research into the application of complex gaming environments for learning (FAS, 2006). In 2009, a special issue of Science did the same proposal [23]. The well-designed games, are challenging, provide immediate feedback, the player participate actively [22] develop plans and strategies, observe their results.…”
Section: Introductionmentioning
confidence: 99%
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“…These games help students to explore demanding concepts emphasizing research process and not to mechanically learning that most of Traditional Teaching Methods use .In 2006 Federation of American Scientists in a report said that digital games is a great new tool for education prompting governmental and private organizational support to fund research into the application of complex gaming environments for learning (FAS, 2006). In 2009, a special issue of Science did the same proposal [23]. The well-designed games, are challenging, provide immediate feedback, the player participate actively [22] develop plans and strategies, observe their results.…”
Section: Introductionmentioning
confidence: 99%
“…The studies show that learning is possible when it occurs in contexts that are culturally, linguistically, and cognitively meaningful and relevant to students. Learning is a cultural process even within a single class [23]. The experiences which are gained by the students in a classroom affect their attitudes and beliefs about the physics and learning physics [5].…”
Section: Introductionmentioning
confidence: 99%
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“…It is assumed that the elements that make video games fun along with the nature of games themselves are intrinsically motivating [9] so applying game elements to the classroom may increase students' intrinsic motivation to learn [10]. The use of video games can also improve students' engagement and learning outcomes [11] and can be used to tailor difficulty progression that facilitates scaffolded instruction based on each individual student's needs [10]. Video games offer a visual display of progress -e.g.…”
Section: The Gamification Of Education and Educational Videogames (Evgs)mentioning
confidence: 99%
“…Leisure game industry has established a series of unified standards in the product process, but for serious games for learning the situation still suffers from fragment and lack of coherence, therefore lots of efforts [31], [25], [5], [47], [15], [43], [51] were invested to study the system design and development of the game-based learning system platforms. Up to now, a broad range of curricula have been redesigned for game-based learning environments [24], [28], [44], [35], [12]. Compared with commercial entertainment games, game-based learning systems have two different points: (1) need more powerful supports of artificial intelligence, so the development of serious games is more complex and difficult; (2) the development of serious games is left largely to independent designers and research organization, meaning almost there is no companies involved into this field.…”
Section: Serious Game and Science Educationmentioning
confidence: 99%