2016
DOI: 10.1007/978-3-319-29060-7_15
|View full text |Cite
|
Sign up to set email alerts
|

Serious Computer Games Design for Active Learning in Teacher Education

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
6
0
2

Year Published

2017
2017
2023
2023

Publication Types

Select...
6

Relationship

1
5

Authors

Journals

citations
Cited by 8 publications
(8 citation statements)
references
References 7 publications
0
6
0
2
Order By: Relevance
“…Initial scientific interest dates back to the end of the 20th century (Abt, 1987), but only after 2005 the field started growing more expressively (see Section 2.2). In a broader context, the growth of serious games studies seems to follow the recent discussions about active teaching-learning and student engagement strategies (Barkley, 2010;Rugelj, 2016). Michael and Chen (2005) indicate that the main point of serious games is to make players learn something and, if possible, have fun in this process.…”
Section: Introductionmentioning
confidence: 95%
“…Initial scientific interest dates back to the end of the 20th century (Abt, 1987), but only after 2005 the field started growing more expressively (see Section 2.2). In a broader context, the growth of serious games studies seems to follow the recent discussions about active teaching-learning and student engagement strategies (Barkley, 2010;Rugelj, 2016). Michael and Chen (2005) indicate that the main point of serious games is to make players learn something and, if possible, have fun in this process.…”
Section: Introductionmentioning
confidence: 95%
“…Pomembna je aktivna udeležba učencev v procesu načrtovanja in razvoja, saj na tak način ohranjamo motivacijo učencev in njihovo pripravljenost za učenje novih programskih konstruktov in konceptov, ki so potrebni za izdelavo igre s programiranjem. Ta pristop postaja vedno bolj uporaben tudi zaradi vedno večje ponudbe ustreznih računalniško podprtih orodij za oblikovanje iger z relativno enostavnimi uporabniškimi vmesniki (Rugelj, 2015).…”
Section: Učenje S Snovanjem In Izdelovanjem Igerunclassified
“…Čeprav je pristop najbolj razširjen na področju računalništva, zlasti pri programiranju, konceptualnem razmišljanju, pridobivanju kompetenc za delo z IKT in pri umetni inteligenci, pa lahko najdemo tudi primere z drugih področij, kot so jezikovna pismenost, oblikovanje ter tudi umetnost (Wu in Wang, 2012; Spieler in Slany, 2018; Carbonaro idr., 2010). Za učitelje pa je bistvenega pomena, da je pristop dokazano učinkovit pri poučevanju za pridobivanje digitalnih kompetenc (Rugelj, 2016).…”
Section: Učenje S Snovanjem In Izdelovanjem Igerunclassified
“…GBL (Game-based Learning) is a process of learning with the use of digital games (Prensky, 2003;Gee, 2003;Whitton, 2009;Rugelj, 2016) order to accomplish certain learning outcomes (Shaffer, Halverson, Squire, & Gee, 2005). It is similar to problem-based learning, but the problem scenarios are integrated into a game (Tsai & Fan, 2013).…”
Section: Terminological Definition Of Terms Game-based Learning Serious Games and Educational Gamesmentioning
confidence: 99%