Building Information and Communication Technology Skills Through Literacy

2014 ◽  
pp. 1-10
Author(s):  
Douglas Fisher ◽  
Nancy Frey
2020 ◽  
Vol 11 (1) ◽  
pp. 75-91
Author(s):  
Polyxeni Kaimara ◽  
Emmanuel Fokides ◽  
Antonia Plerou ◽  
Pinelopi Atsikpasi ◽  
Ioannis Deliyannis

“Serious games” refer to games that go beyond pure entertainment and promote learning. They are utilized within a variety of learning environments enabling students to acquire knowledge and skills, while they offer wide benefits. The authors' team measured and analyzed various factors related to the gameplay and educational content when 2D and 3D serious games are introduced in the educational process. The main objective focused on the correlation of the University students' views that were sharing common characteristics, like gender, information and communication technology skills, game playing experience, and specific scientific background with factors that related to the gameplay as well as the learning effectiveness. The results revealed that game-playing experience had a more positive impact in the case of males, while perceived learning effectiveness of 2D was higher compared to the 3D serious game for both genders. Moreover, there are differentiations among females concerning the scientific background, Information and Communication Technology skills and game-playing experience.


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