To construct the outdoor experience game-based learning system by integrating ubiquitous technologies

Author(s):  
Ming-Jhe Yang ◽  
Jui-Hung Chen ◽  
Te-Hua Wang ◽  
Louis R. Chao ◽  
Timothy K. Shih
2020 ◽  
Vol 10 (1) ◽  
pp. 25-30
Author(s):  
Ellenita R. Red ◽  
◽  
Aira Jessica B. Corpuz ◽  
Genrev C. Arambulo ◽  
Gabriel G. Delgado

Gamification ◽  
2015 ◽  
pp. 1076-1096
Author(s):  
Kuo-Yu Liu

This study aimed at developing a Multiplayer Online Role Playing Game-based (MORPG) Learning system which enabled instructors to construct a game scenario and manage sharable and reusable learning content for multiple courses. It used the curriculum of “Introduction to Computer Science” as a study case to assess students' learning effectiveness on the subject of “computer network”. The sample was 56 freshman students, who were randomly assigned to two groups, one of which used the game-based learning and the other one the Web-based video lectures. Furthermore, this study also conducted the System Usability Scale (SUS) to measure satisfaction, usability and learnability of the developed management system for instructors. Five instructors were invited to participate in the practical use and evaluation. The results showed that game-based learning could be exploited as effective learning environments and game design system was usable and learnable for instructors to create learning games.


2015 ◽  
Vol 764-765 ◽  
pp. 1395-1399 ◽  
Author(s):  
Chung Ho Su ◽  
Po Yuan Su

Research on gamification of learning has been very popular in the past years; especially, the learning effectiveness in applying games to the education of natural science in elementary and junior high schools has been proven. Aiming at the human blood circulation unit, which is rather difficult to comprehend, in the biology materials for junior high school students, Mobile Meaningful Blood Circulation Learning System, called MMBCLS game-based learning, is developed. The players could comprehend the functions of systemic circulation and pulmonary circulation through games. In the study, the instructional design is based on Meaningful Learning and follows the principles of digital game-based learning models to design the after-class multimedia materials, which allow learners enjoying learning with fun. The quasi-experimental design is utilized for the learning assessment, where the experimental group applies MMBCLS, while the control group uses general instruction for the teaching materials. The experimental results show significant difference of the experimental group in the learning effectiveness and better post-test results than the control group. The research outcomes could be the reference of material design for teachers and provide educators with the reference of mobile as meaningful media material design.


Author(s):  
Karen Cowan Olufokunbi ◽  
Olufemi Deborah Ninan ◽  
Melvin Inertia Soclo

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