USING VIRTUAL WORLDS TO DEVELOP THINKING IN PRESCHOOL CHILDREN

2021 ◽  
pp. 60-62
Author(s):  
A. V. Filipov

During the first seven years of his life, the child receives a huge amount of knowledge about the world around him. The development of the child's thinking during this period and the results of his knowledge of the world around him affect the further educational activities of the preschooler. Thanks to the development of thinking, a child is able to imagine an image of an object and its properties in the absence of the object itself, based only on previously received information. In a child in the early and preschool years of life, game is the main activity for forming a personality. Didactic games facilitate the process of all-round development of children. Various tasks solved in didactic games are presented for children in an interesting and attractive form of activity. In a computer game, using simulation, it becomes possible to demonstrate objects and phenomena that are inaccessible to a child in the real world. The use of didactic computer games not only increases the preschooler's motivation to learn new material, but also contributes to the development of thinking. An educational computer game acts as a mentor for a child. However, the lack of communication with a living, and not virtual, mentor causes a negative effect both on the development of the child's speech and the formation of his communicative abilities. Therefore, a computer game cannot be perceived as a complete alternative to the classical means of teaching and educating preschoolers.

Author(s):  
Petar Juric ◽  
Marija Brkic Bakaric ◽  
Maja Matetic

One of the main drawbacks of delivering new teaching lessons in e-learning systems is the lack of motivation for using those systems. This paper analyses which elements of computer games for learning mathematics have a beneficial effect on intrinsic motivation and give students continuous feedback in order to improve the learning process. While the control group has access to the basic version of the educational computer game, the experimental group uses the version enriched with additional motivational elements which include enhanced graphics for indulging in the game, messages of support while playing the game, and the possibility to compare results with fellow peers in terms of trophies and medals won.


Author(s):  
Sahar Shabanah

Data structures and algorithms are important foundation topics in computer science education. However, they are often complex and hard to understand. Therefore, this chapter introduces a new learning strategy that benefits from computer games’ popularity and engagement to help students understand algorithms better by designing computer games that visualize algorithms. To teach an algorithm, an educational computer game, namely an Algorithm Game must have a game-play that simulates the behavior of the visualized algorithm and graphics depict the features of its data structure. Algorithm games attract students to learn algorithm using active engagement, enjoyment, and internal motivation. Algorithm Games attributes and genres that make them suitable to visualize algorithms have been specified. Various concepts in computer game design have been applied in the development of several algorithm games prototypes for algorithms, such as Binary Search, Bubble Sort, Insertion Sort, Selection Sort, Linked List, and Binary Search Tree Operations.


2014 ◽  
Vol 2014 ◽  
pp. 1-12 ◽  
Author(s):  
Juvane Nunes Marciano ◽  
Leonardo Cunha de Miranda ◽  
Erica Esteves Cunha de Miranda

Evaluation is an important step in the life cycle of software, once through this practice it is possible to find issues that could compromise the user experience. With educational computer games, the same rule is applied. The use of educational games is increasing, and it is important to verify these tools to provide users with the most adequate learning environments. This verification can be made through the evaluation of multiple aspects of these tools. This work presents a literature review about evaluation of multiple aspects of software, followed by a more specific review focused on multiple aspects of educational computer games. Then, a case study is presented, in which an evaluation method is applied with an educational computer game, aiming to verify the positives and the issues to be improved in the game. The reviews and the description of the process to use the method intend to help and guide other researchers to choose evaluation methods that can fit their own context and needs.


Information ◽  
2020 ◽  
Vol 11 (5) ◽  
pp. 242
Author(s):  
Bartosz Wawrowski ◽  
Iwona Otola

Currently, almost every business entity has one or more social media accounts. This statement is true for companies operating in creative areas as well. Social media make it possible to perform widely understood marketing-oriented undertakings. They allow for toll-free presentation of a particular company, its history, products, achievements, as well as for encouraging prospective customers to visit its websites. Social media marketing plays an important role in the satisfactory advertising of creative brands, companies, and products. The aim of this article is to discuss the possibilities of utilizing social media marketing by a creative company dealing with the production of computer games. The authors have attempted to analyze selected elements of computer game promotion opted for by the CD Projekt Capital Group. As of currently, The Witcher game is a product that is well known and highly appreciated all over the world. Nevertheless, its promotion has required the utilization of a proper marketing strategy, based on social media-specific tools.


Author(s):  
Carol Luckhardt Redfield ◽  
Diane L. Gaither ◽  
Neil M. Redfield

This chapter looks at the effectiveness of commercially available educational computer games. It defines what a game is from game theory and what an intelligent tutoring system is, suggests some concepts from these areas to use for game development, and reflects on some surveys of commercial off-theshelf (COTS) educational software, including computer games. Two effectiveness studies conducted at John Jay High School, and the results of the studies are presented on the educational computer game Math Blaster Algebra. One of the studies showed a positive learning increase from using Math Blaster Algebra. Both studies showed no negative impacts on scores and grades with more time playing the game. With lessons learned from game theory, the intelligent computer-based training field, and these effectiveness studies, educational computer gaming can continue to grow, be effective, and be accepted into educational systems.


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