2009
DOI: 10.1007/s00530-009-0174-0
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Implementing digital game-based learning in schools: augmented learning environment of ‘Europe 2045’

Abstract: It is widely agreed that the traditional process of schooling can benefit from the usage of computers as supportive tools. Of various approaches using computers in education over the last decade, e-learning and edutainment have become the most prominent. Recently, a number of authors have criticised these approaches arguing that they conserve traditional 'drill and practice' behaviouristic methods of teaching instead of enhancing and augmenting them. It has been proposed that a 'paradigm shift' is needed and t… Show more

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Cited by 73 publications
(58 citation statements)
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“…Finally, students strongly preferred stories that are based on real stories, but are not necessarily exact copies of real stories. This agrees with our previous results [3].…”
Section: Concept Evaluationsupporting
confidence: 94%
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“…Finally, students strongly preferred stories that are based on real stories, but are not necessarily exact copies of real stories. This agrees with our previous results [3].…”
Section: Concept Evaluationsupporting
confidence: 94%
“…At the same time, our experience suggests that at least above-average students understand that the quality of graphics of serious games will be lower than that of AAA entertainment games, and our empirical data support the idea that realworld grounding of a game's content is of crucial importance, e.g. [3]. With these facts in mind, we have conducted a small scale feasibility study with two questions:…”
Section: Concept Evaluationsupporting
confidence: 62%
See 1 more Smart Citation
“…Several serious games have been developed recently for primary and secondary education. For example, Global Conflicts: Palestine is a 3D role-playing game (RPG) that deals with the Israeli-Palestinian conflict and is based on real personal stories [20] and Europe 2045, which is designed to be a supportive educational tool for social science courses in secondary schools, attempting to familiarise players with political, economic and social issues in a united Europe and the present-day world [21].…”
Section: A Gbl and The Cfementioning
confidence: 99%
“…Ryze české výzkumné práce v ČR samozřejmě najít můžeme (např. Brom, Buchtová, Šisler & Palme, 2014;Brom, Šisler & Slavík, 2010), avšak zatím zde není žádná, která by zkoumala čistě názory a postoje učitelů a četnost zapojování digitálních her do výukové praxe.…”
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