Mobile Educational Games for Toddlers and Preschoolers

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

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 ◽  
◽  
...  

2019 ◽  
Author(s):  
Hyung Yoon

UNSTRUCTURED This paper is a case study on the design of an educational game for the prevention of cyberbullying and an analysis of its educational effect. I selected a game titled “Angry Daddy,” which was developed based on the request of Korean government authority and analyzed the mode of development of the game and its educational effect. For this research, both qualitative and quantitative research methods were used. Moreover, advice regarding the game design was obtained from many experts belonging to various fields. Based on the analysis of the game design and its educational effect, it was confirmed that the following factors are important to design an educational game meant for the prevention of cyberbullying and to enhance its educational effect: First, cooperation between content experts and game development experts is essential to develop an educational game. Second, it should be verified whether the contents and the format of the game are appropriate by analyzing the play test results of the target audience. Third, it is essential to prepare a manual to guide teachers to apply the game to the field. Fourth, it was confirmed that educating students on sensitive topics like cyberbullying is very effective when educational games that make them feel and experience the outcomes of bullying are utilized. This research is expected to be helpful for future design of educational games and the research and development of the format of cyberbullying prevention education.


2021 ◽  
Vol 165 ◽  
pp. 104135
Author(s):  
Seyedahmad Rahimi ◽  
Valerie Shute ◽  
Renata Kuba ◽  
Chih-Pu Dai ◽  
Xiaotong Yang ◽  
...  

2021 ◽  
Vol 13 (13) ◽  
pp. 7081
Author(s):  
Andres Larco ◽  
Jorge Carrillo ◽  
Nelson Chicaiza ◽  
Cesar Yanez ◽  
Sergio Luján-Mora

Dyslexia is a relatively common language disorder which is generally ignored in rural communities. It hinders children’s learning processes and, in some cases, is the cause of dropouts or violence in schools. The present work strives to create a web and mobile app as a preliminary step towards the diagnosis and treatment of dyslexic children. Apps providing didactic educational games and activities improve literacy skills for students with reading disabilities. The current work incorporates user experience and prototyping to fulfill app requirements. The authors evaluated the apps with the Mobile App Rating Scale (MARS) tool to assess engagement, functionality, aesthetics, and information. The app’s improvements were immediately implemented and tested in the “Escuela Linea Equinoccial” (Ecuador) school, proving its utility for future use in the education system. The app can be a valuable tool for children with dyslexia to progress successfully through school, raising their self-confidence and, thereby, helping them reach their full potential as adults able to make a positive contribution to society.


2021 ◽  
Vol 13 (6) ◽  
pp. 3340
Author(s):  
Veronica Piziak

This article describes the processes used to develop two different types of games used to improve the consumption of healthful foods and increase exercise in preschool Hispanic populations. They were created to meet criteria for effectiveness: age and culturally appropriate, fun, and foster family participation. The first, a pictorial bilingual food bingo game, emphasized vegetable and water consumption and the limitation of sugar-sweetened beverages. A population was selected to study the effectiveness in changing dietary habits, and we were able to show a significantly improved consumption of vegetables at home after using the game during the school year. Next, we developed bilingual video games used to teach nutrition and enhance exercise. The animal characters and narrative were created to allow immersion. The concept was that the animals needed the children’s help to obtain food, exercise tasks were assigned, and nutritional foods were discussed. Focus groups were reviewed for the effectiveness of the concept, ease of usability, and appropriateness for the target audience. The videos were tested in a summer session, and teachers concluded that after two viewings the children enhanced their exercise, bonded to the animals, and were answering the nutrition questions correctly.


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