Development of educational games using 3D models of historical locations, objects and artefacts

Author(s):  
Georgi Hristov ◽  
Jordan Raychev ◽  
Diyana Kyuchukova ◽  
Plamen Zahariev
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.


2020 ◽  
pp. 11-15
Author(s):  
A. A. Zubrilin ◽  
M. N. Makarov

The historical perspective provides an overview of how to study flowcharts in a school informatics course. Computer applications and Internet services are considered that automate the development of flowcharts. It is shown how 3D technologies can help an informatics teacher in preparing 3D models for the study of flowcharts.


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

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 ◽  
◽  
...  

2018 ◽  
Vol 23 (6) ◽  
pp. 99-113
Author(s):  
Sha LIU ◽  
Feng YANG ◽  
Shunxi WANG ◽  
Yu CHEN

2002 ◽  
Author(s):  
Michael H. Ritzwoller ◽  
Nikolai M. Shapiro ◽  
Anatoli L. Levshin ◽  
Eric A. Bergman ◽  
Eric R. Engdahl
Keyword(s):  

2016 ◽  
Author(s):  
Niño Vincent D. Rojo ◽  
Prime Donna C. Bagtaso ◽  
April Joy N. Caballero ◽  
Noel Sobejana
Keyword(s):  

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