scholarly journals The Boom and Bust and Boom of Educational Games

Author(s):  
Eric Klopfer ◽  
Scot Osterweil
2020 ◽  
Author(s):  
William Quinn ◽  
John D. Turner
Keyword(s):  

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.


2016 ◽  
Vol 3 (2) ◽  
pp. 1
Author(s):  
Seong Jeong ◽  
HongJun Ju ◽  
Hyo-Rim Choi ◽  
TaeYong Kim

CFA Digest ◽  
2000 ◽  
Vol 30 (2) ◽  
pp. 19-20
Author(s):  
Thomas J. Latta
Keyword(s):  

2019 ◽  
Vol 8 (2) ◽  
pp. 157
Author(s):  
Enceng - Yana ◽  
Acep - Komara ◽  
Aan - Anisah

<p><strong>ABSTRAK</strong></p><p>Penelitian ini bertujuan untuk mengembangkan media pembelajaran akuntansi berbantuan <em>game</em> edukatif berbasis <em>android</em>, sehingga dihasilkan media pembelajaran akuntansi berupa <em>game</em> edukatif  yang  valid, praktis dan efektif. Model yang digunakan dalam penelitian  pengembangan ini adalah ADDIE<em>.</em> Teknik Pengumpulan data yang digunakan adalah angket dalam hal ini berupa lembar validasi, angket respons mahasiswa, test dan studi dokumentasi. Adapun teknik analisa data yang digunakan adalah teknik deskriptif persentase. Hasil penelitian ini menunjukan media pembelajaran <em>game </em>eduktif yang dikembangkan valid, praktis dan efektif sesuai dengan tujuan penelitian serta mampu meningkatkan kemampuan <em>analysis ability </em>mahasiswa khususnya pada pokok materi rekonsiliasi bank.</p><p><em><strong>ABSTRACT</strong></em></p><p><em>This research aims to develop accounting learning media assisted with android-based educational games, therefore, valid, practical and effective accounting learning media produced. The model used in this research development is ADDIE, while the techniques of data collection used are questionnaires in the form validation sheets, students' response sheets, tests, and documentation study. The technique of data analysis used is a descriptive percentage by changing the quantitative data to become percentage form. The results of this study indicate that the development of educational learning media is valid, practical, and effective, it is in accordance of the study and can improve students' skill in analyzing the ability especially on bank reconciliation subject.</em></p>


2013 ◽  
Vol 6 (4) ◽  
pp. 18-22
Author(s):  
Zohreh Shakibaei ◽  
◽  
Flora Rahimaghaee ◽  
Masoumeh Arish ◽  
◽  
...  

Author(s):  
Floor Haalboom

This article argues for more extensive attention by environmental historians to the role of agriculture and animals in twentieth-century industrialisation and globalisation. To contribute to this aim, this article focuses on the animal feed that enabled the rise of ‘factory farming’ and its ‘shadow places’, by analysing the history of fishmeal. The article links the story of feeding fish to pigs and chickens in one country in the global north (the Netherlands), to that of fishmeal producing countries in the global south (Peru, Chile and Angola in particular) from 1954 to 1975. Analysis of new source material about fishmeal consumption from this period shows that it saw a shift to fishmeal production in the global south rather than the global north, and a boom and bust in the global supply of fishmeal in general and its use in Dutch pigs and poultry farms in particular. Moreover, in different ways, the ocean, and production and consumption places of fishmeal functioned as shadow places of this commodity. The public health, ecological and social impacts of fishmeal – which were a consequence of its cheapness as a feed ingredient – were largely invisible on the other side of the world, until changes in the marine ecosystem of the Pacific Humboldt Current and the large fishmeal crisis of 1972–1973 suddenly changed this.


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