What can Children Learn through Game-based Learning Systems?

Author(s):  
Masanori Sugimoto
i-com ◽  
2020 ◽  
Vol 19 (1) ◽  
pp. 17-30
Author(s):  
Sven Strickroth ◽  
Dietmar Zoerner ◽  
Tobias Moebert ◽  
Anna Morgiel ◽  
Ulrike Lucke

AbstractCaused by a deviance of their reward system, autistic people show attention deficits for learning content outside their special fields of interest. This can lead to significant problems, especially in formal learning situations. A promising approach to increase attention is the use of game-based learning concepts. The effect of individual playful aspects could be shown in existing learning systems. However, these do not provide consistent game experiences, which may result in a decreasing motivation for training. Therefore, this paper presents requirements as well as a related game concept to integrate the learning content with a playful narrative in order to promote motivation and attention for socio-emotional training.


2013 ◽  
Vol 333-335 ◽  
pp. 2231-2234
Author(s):  
Ming Jin ◽  
Hyosun Kweon ◽  
Yoon Sang Kim

Games have been shown to be highly effective in education. Consequently, game-based learning is attracting more attention from researchers. However, the existing game-based learning systems lack the effective learning method required to provide a proper review strategy for the enhancement of learning. This paper proposes a game-based learning system using the graduated-interval recall method to organize game contents and learning courses with appropriate review intervals according to learning status. The evaluations were conducted on the proposed system at Gwacheon National Science Museum in Korea with children visitors. The validity of the proposed system was verified by an analysis of the experimental data.


Author(s):  
Hanaa Abdulraheem Yamani

The current paper aims to introduce a proposed framework for gamification in the e-learning system at Saudi Arabia universities, by reviewing and analyzing the concept of gamification and its components, and types of players, as well as conditions for designing successful gamification, and the technical capabilities of Saudi Arabia universities, and also by reviewing and analyzing many designing models for gamification and e-learning systems that were introduced by the other researchers. Then incorporate all of these previous considerations into the general stages of instructional design, which is represented in analysis, design, development, implementation, and evaluation. The paper also deals with a review of the difference between gamification, games, and game-based learning, in addition to the benefits for students from employing gamification in the e-learning system.


Sign in / Sign up

Export Citation Format

Share Document