INCLUSIVE DIGITAL LEARNING THROUGH SERIOUS GAMES: A CLIPPING FOR INCLUSION

Author(s):  
Paula Escudeiro ◽  
Dirceu Teixeira ◽  
Bruno Galasso ◽  
Nuno Neto ◽  
Flávio Costa
Author(s):  
Steffen Winny

This chapter contains a systematic overview of various didactic designs, which are used to provide learning experiences via the Internet. Using the example of renewable energy, the development and status quo of Web-didactic offers is reconstructed on the basis of concrete cases ranging from simple replication of classical teaching materials to different kinds of serious games. This bottom-up approach provides a practical introduction on how to evaluate serious games or other digital learning offers by identifying the most essential criteria for a didactic game analysis, but can also be used for benchmarking as some of the examples might also be inspiring for actual game design. Furthermore, this review indicates a significant gap between the high didactic standards for designing self-administrated learning environments and the factual realization as it is shown in most of the examined cases. A basic understanding of the requirements of different learning settings is given in the introduction.


2013 ◽  
Vol 221 (2) ◽  
pp. 90-97 ◽  
Author(s):  
John L. Sherry

Millions in taxpayer and foundation euros and dollars have been spent building and testing educational video games, games for health, and serious games. What have been the fruits of this frenzy of activity? What educational video game has had the reach and impact of Sesame Street or Blues Clues television shows? By comparison, the Children’s Television Workshop (CTW) managed to get Sesame Street off the ground within a couple of years, writing the basic scientific literature on educational media design in the process. Not only is Sesame Street well known and proven, it laid the basis for every effective educational show to follow. This article explores the differences between the CTW scientific approach to educational media production and the mostly nonscientific approach consuming so many resources in the educational games, games for health, and serious games movements. Fundamental scientific questions that remain unanswered are outlined.


2011 ◽  
Author(s):  
Aarti Shyamsunder ◽  
Michael S. Fetzer ◽  
Wendy L. Bedwell ◽  
Ben Hawkes ◽  
Charles A. Handler ◽  
...  
Keyword(s):  

2010 ◽  
Author(s):  
Sandro Scielzo ◽  
Fleet Davis ◽  
Jennifer M. Riley ◽  
John Hyatt ◽  
Donald Lampton ◽  
...  

2020 ◽  
Vol 1 (2) ◽  
pp. 18-33
Author(s):  
Zarina Che Imbi ◽  
Tse-Kian Neo ◽  
Mai Neo

In the era of digital learning, multimedia-based classroom has been commonly used in higher education including Malaysian higher education institutions. A case study has been performed to evaluate web-based learning using Level 1 to 3 of Kirkpatrick's model in a multi-disciplinary course at Multimedia University, Malaysia. In this study, mixed method research was employed in which triangulation was performed from multiple sources of data collection to give deeper understanding. Students perceived that learning with multimedia was enjoyable. They were also motivated in learning and engaged through the use of web module as multimedia was perceived to motivate them and make learning fun. Students showed significant improvements in their knowledge based on the pre-test and post-test results on learning evaluation. Students were perceived to transfer the learning from web-based learning into the learning outcome. The systematic evaluation can provide the feedback that educators and institution as a whole need to improve the learning environment and programme quality. This study contributes to the research field by adding another perspective in evaluations of web-based learning. It also provides empirical evidence on student perspectives, learning and behaviour in a private university. It demonstrated that the Kirkpatrick's model is useful as an evaluation tool to be used in higher education.


2015 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
JianHua Yang ◽  
Zhao Kun ◽  
Min Yin

2020 ◽  
Vol 37 (3) ◽  
pp. 277-308
Author(s):  
Hee Jin Bang ◽  
Kirsten Olander ◽  
Erin Lenihan

TABULARASA ◽  
2015 ◽  
Vol 12 (2) ◽  
Author(s):  
Wenny Pintalitna ◽  
Herbet Sipahutar ◽  
Fauziyah Harahap

Interactive learning environment can substantially improve student learning and retention of key biology concepts. In this case report, we describe our approach for the design of interactive digital learning module to teach digestive system concepts in Grade 11 learners at SMAN 2 Balige with 180 subjects are selected according to total sampling method. The research method is the development with Dick and Carey model.  Subject of learning module assessment consists of two Biology matter experts, two learning module experts, one electronic media expert, three students for individual trials, ten students and teachers as small group testing, thirty students of SMAN 1 Berastagi for medium group testing, and 60 students of SMAN 2 Balige as large group testing. Quality data of product developed were collected using questionnaires. The results of developmental research showed that: (1) Module assessment by matter, learning modules and media experts were very decent criteria (88.30%, 93.98%, 88.25%); 2) Large group testing of interactive, electronic and text learning modules, respectively were 92.53%, 86.064%, 81.355% belong to very decent criteria; (3) Medium group testing respectively were 84.59%, 80.18%, 76.56% belong to decent criteria; (6) Small group testing respectively were 75.71%, 73.20%, 71.19% belong to decent criteria.


Sign in / Sign up

Export Citation Format

Share Document