2020
DOI: 10.1016/j.ijdrr.2019.101393
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Exploring the effects of a serious game-based learning package for disaster prevention education: The case of Battle of Flooding Protection

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Cited by 63 publications
(45 citation statements)
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References 26 publications
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“…Disaster Master (undated) is a graphic novel-based game designed for primary school aged children (6)(7)(8)(9)(10)(11) and addresses 6 different natural hazards that can occur in the USA; wildfire, tornado, hurricane, fire, winter storm and tsunami/earthquake. It was developed by the United States Government in conjunction with FEMA, under the Ready.gov public education initiative.…”
Section: Summary Of Gamesmentioning
confidence: 99%
See 1 more Smart Citation
“…Disaster Master (undated) is a graphic novel-based game designed for primary school aged children (6)(7)(8)(9)(10)(11) and addresses 6 different natural hazards that can occur in the USA; wildfire, tornado, hurricane, fire, winter storm and tsunami/earthquake. It was developed by the United States Government in conjunction with FEMA, under the Ready.gov public education initiative.…”
Section: Summary Of Gamesmentioning
confidence: 99%
“…These responses can literally become "life or death" decisions for people who find themselves in disaster situations. Risk communication methods vary greatly [6], but research suggests that a traditional knowledge transfer approach is not the most effective method of communicating risk [7], [8], [9]. It suggests that interactive and experiential methods are more effective at motivating learners and supports the contention that interaction within social and worldly contexts is important for understanding hazard information.…”
Section: Introductionmentioning
confidence: 99%
“…Los videojuegos son medios de comunicación con características particulares que los hacen aptos para favorecer el aprendizaje desde distintos puntos de vista (Gee, 2004, Shaffer, 2006. Son capaces de ofrecer a los jugadores experiencias de aprendizaje significativas cargadas de respuestas emocionales (Tsai, Chang, Shiau y Wang, 2019), y de informar sobre cuestiones de interés para la sociedad en cuanto favorecen la comprensión de las narrativas mediáticas construidas sobre temáticas de actualidad (Jenkins, 2003). Los videojuegos recrean situaciones realistas y las transforman en escenarios lúdicos que fomentan el aprendizaje (Del-Moral, 2014) constituyéndose como herramientas fundamentales para entender el mundo.…”
Section: Aprendizaje Entre Newsgames Y Juego De Simulaciónunclassified
“…For instance, Gillet et al [16] developed a collaborative web-based experimentation environment for engineering education in the Ecole Polytechnique Fédérale de Lausanne, and Carlson and Sullivan [17] built the Integrated Learning and Teaching laboratory to create an experimental learning environment that enabled students to learn through hands-on experience. Tsai et al [18,19] developed a serious game-based package for disaster-related engineering education, and Clark et al [20] explored the feasibility and effectiveness of utilizing blended and flipped instructions for numerical methods courses. Project-based teaching methods have also been implemented in engineering education [21][22][23].…”
Section: Active Learning In Engineering Educationmentioning
confidence: 99%