2014
DOI: 10.1016/j.scico.2013.12.009
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Flexible learning itinerary vs. linear learning itinerary

Abstract: The latest video game and entertainment technology and other technologies are facilitating the development of new and powerful e-Learning systems. In this paper, we present a computer-based game for learning about five historical ages. The objective of the game is to reinforce the events that mark the transition from one historical age to another and the order of the historical ages. Our game incorporates natural human-computer interaction based on video game technology, Frontal Projection, and personalized le… Show more

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Cited by 10 publications
(10 citation statements)
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References 49 publications
(53 reference statements)
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“…The design guidelines for classroom collaborative games proposed by Villalta et al (2011) were also taken into account. A more detailed explanation about the game design can be found in Martín-SanJosé, Juan, Gil-Gómez et al, (2014) and Martín-SanJosé, Juan, Torres, and Vicent (2014).…”
Section: The Gamementioning
confidence: 99%
“…The design guidelines for classroom collaborative games proposed by Villalta et al (2011) were also taken into account. A more detailed explanation about the game design can be found in Martín-SanJosé, Juan, Gil-Gómez et al, (2014) and Martín-SanJosé, Juan, Torres, and Vicent (2014).…”
Section: The Gamementioning
confidence: 99%
“…However, intrinsic motivation refers to doing something because it is appealing or pleasant, and it is related to three aspects: autonomy, relationship, and competence [8,33,89,101]. Some factors encourage motivation: competition, challenge, imagination, collaboration, goals, cooperation, reward, and recognition, many of which are present in games [12,28,39,87,91,97,100].…”
Section: Behavioral Attitudes Associated With Gamificationmentioning
confidence: 99%
“…In addition to motivation, educational games improve interest and concentration, improving students' learning [94]. [55]; Terras and Boyle, 2019 [12]; Romero-Rodríguez et al, 2019 [11]; Gauthier and Jenkinson, 2018 [71]; Kyewski and Krämer, 2018 [8]; Pérez-Manzano and Almela-Baeza, 2018 [72]; Olszewski et al, 2018 [73]; Jackson et al, 2018 [74]; Ge, 2018 [75] [88]; Fitó-Bertran, Hernández-Lara, and López, 2015 [114]; Ibáñez, Di-Serio, and Delgado-Kloos, 2014 [106]; Zafar, Safdar, and Zafar, 2014 [115]; Martín-SanJosé et al, 2014 [28]; Jackson and McNamara, 2013 [92]; Sancho, Torrente, and Fernández-Manjón, 2012 [95]; Kanthan and Senger, 2011 [96]; Moreno-Ger et al, 2010 [109]; Regueras et al, 2009 [98] Engagement is another behavioral attitude identified as a valuable indicator of academic performance and positively correlates with student learning outcomes [103,106], as seen in 26 articles. Engagement happens when someone's attention is completely focused on a specific activity.…”
Section: Behavioral Attitudes Associated With Gamificationmentioning
confidence: 99%
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“…One of these areas is serious games. For example, Martín-SanJosé et al [27] presented a game for learning historical ages. The researchers proposed a custom-built touch table and used the Microsoft Kinect TM sensor for hand-gesture recognition.…”
Section: Gesture Interactionmentioning
confidence: 99%