Digital Mobile Games in Education

Author(s):  
Xiaoming Liu ◽  
Qing Li

The engaging, interactive power of digital games makes them a compelling tool for teaching and learning. With the emergence of mobile technologies into our daily life, mobile digital games start to gain attention from both researchers and educators. In this paper, the authors synthesize the existing literature on mobile digital games in the field of education. This review of the current state of educational mobile games indicates the following four strands. The first strand of literature focuses on exploring the attitudes of both students and educators towards mobile digital games in classrooms. The second body of literature addresses the educational values of mobile digital games. The third line of research focuses on ways to integrate mobile digital game design into current teaching and learning practices. Finally, some studies examine the specific challenges when developing mobile digital games both from designers' perspectives and educators' points of view. This article finishes with a discussion of the future direction of research related to educational digital mobile games.

Author(s):  
Kayo Shintaku

Digital games have drawn attention as second and foreign language (L2) tools for providing pedagogical potentials such as authentic and meaningful language use and social learning. However, less research examines how a game design interacts with pedagogical mediation. Intermediate-level learners of Japanese (n = 9) played a vernacular game in Japanese using a vocabulary reference list and worksheets before, during, and after their gameplay. In-game vocabulary was identified as primary or secondary based on its functionality, and vocabulary pre-, post-, and delayed tests were given. Results showed good retention between the posttest and delayed test when both types of vocabulary were combined. When separated, the primary vocabulary was retained well, but the secondary vocabulary was not retained. This confirms that in-game vocabulary functionality impacts learning and implicates the careful design of supplemental materials to balance learning strategies and guide L2 learners' attention in using vernacular games.


2020 ◽  
Vol 2 ◽  
pp. 37-66
Author(s):  
Magda Saleh ◽  
Marwa Battisha

This study aims to shed further light on how to utilize digital games in education as a contribution to developing educable intellectual disabled children's teaching and learning practices via identifying the requirements for their design and use at those children's classes. Notably, the researchers focused on using digital games in promoting educable intellectual  disabled children's learning experiences highlighting their different practical mechanisms and teaching practices based on literature review. Also, types of digital games capable of fulfilling the teaching requirements of those children were identified by making a list of the requirements for designing and using digital games-based learning at educable intellectual  disabled children's classes consisting of 38 various requirements divided into 3 major dimensions, namely: (1) educational requirements for using digital games-based learning; (2) instructional design requirements for using digital games-based learning; and (3) practical application requirements for using digital games-based learning. Then, the proposed list was applied to a sample consisting of 25 faculty members at 5 Egyptian universities. Following data statistical analysis, it was revealed that the questionnaire total mean score is 2.73 with a relative weight of 90.1%. In a nutshell, such values verify that the questionnaire all proposed requirements are, indeed, very important for using digital games-based learning at educable intellectual disabled children's classes.  


CounterText ◽  
2016 ◽  
Vol 2 (2) ◽  
pp. 217-235
Author(s):  
Gordon Calleja

This paper gives an insight into the design process of a game adaptation of Joy Division's Love Will Tear Us Apart (1980). It outlines the challenges faced in attempting to reconcile the diverging qualities of lyrical poetry and digital games. In so doing, the paper examines the design decisions made in every segment of the game with a particular focus on the tension between the core concerns of the lyrical work being adapted and established tenets of game design.


2020 ◽  
Author(s):  
Qatrin Nada Sanya Rossevin

Curriculum administration is the whole process of planned and intentional and deliberate activities as well as ongoing guidance to the teaching and learning situation in order to help the achievement of educational goals effectively and efficiently.In this connection, at any school level the principal task of the school is to ensure that there are good teaching programs for students. Because basically the management or management of education focuses on all its efforts on teaching and learning practices (PBM). This seems clear that in essence all efforts and activities carried out in schools or educational institutions are always directed at the success of PBM.


Author(s):  
Mohd Dilshad Ansari ◽  
Ekbal Rashid ◽  
S Siva Skandha ◽  
Suneet Kumar Gupta

Background: image forensics deal with the problem of authentication of pictures or their origins. There are two types of forensics techniques namely active and passive. Passive forgery is also known as blind forensics technique. In passive forgery, copy-move (cloning) image forensics is most common forgery technique. In this approach, an object or region of a picture is copied and positioned somewhere else in the same image. Active method used watermarking to solve picture genuineness problem. It has limitations like human involvement or particularly equipped cameras. To overwhelm these limitations, numerous passive authentication approaches have been developed. Moreover, both approaches do not require any prior information about the picture. Objective: The prime objective of this survey is to provide an inclusive summary as well as recent advancement, challenges and future direction in image forensics. In Today’s digital era the digital pictures and videos are having great impact on our life as well as society, as they became the important source of information. Though earlier it was very difficult to doctor the picture, nowadays digital pictures can be doctored easily with the help of editing tools and internet. These practices make pictures as well as videos genuineness deceptive. Conclusion: This paper presents the current state-of- the-art of passive (cloning) image forensics techniques, challenges and future direction of this research domain. Further, the major open issues in developing a robust cloning image forensics detector with their performance are discussed. Lastly, the available benchmark datasets are also discussed


2012 ◽  
Vol 2 (2) ◽  
pp. 75-89 ◽  
Author(s):  
Ricardo Javier Rademacher Mena

In a previous work the author created the Education and Entertainment Grid by combining various taxonomies from the fields of play and learning. In this paper, a section of this grid known as the Entertainment Grid will be extended by including previously unused elements of Richard Bartle’s online player types and Robert Caillois’ play complexity. This Extended Entertainment Grid is then analyzed, revealing an interesting synergy between both men’s ideas. The main work of this paper, the Updated Entertainment Grid, is then created as a result of this analysis. This grid can be used by teachers as an interesting introduction and application of these taxonomies, by researchers interested in better understanding digital games and their players, and by designers interested in using the grid as part of their game design process.


2021 ◽  
pp. 155541202110053
Author(s):  
Eduardo H Luersen ◽  
Mathias Fuchs

In this article, we describe three layers of ruins related to computer game technology: in a surface layer, we examine the imagery of ruins in digital games, highlighting game design tools for developing in-game ruination. Secondly, we approach the industrial design model of technological obsolescence as an infrastructural layer that intrinsically demands the production of new provisional spaces for material decay. Lastly, through a waste layer, we unfold the geopolitical dimension of technological obsolescence, calling attention to the transcontinental flows of electronic waste, which also underscores a geological stage of ruination. While exploring these different layers of ruins, we wish to perceive how game design models might relate to different forms of contemporary ruination, inquiring what such material traces have to say as strata of the complex deterioration processes of present-day media.


Author(s):  
Bob De Schutter

Considering the popularity of digital games among older adults and the challenge of population ageing, this article identified a need for an integrated game design framework aimed at older audiences. An analysis of the literature on play in later life demonstrated how the literature is dominated by two themes, i.e., the benefits of playing digital games and the issue of accessibility. While this underlying model has been demonstrated to contribute to successful designs, it also risks reducing games to its motivational characteristics and ageing to cognitive and physical decline. The author therefore reviewed the literature on game design and later life to develop a design approach that considers the multi-faceted nature of ageing as well as the intrinsic value of digital games. The resulting “Gerontoludic Design Framework” sets meaningful play as the intended outcome of game design for older adults, identifies iterative player-centered design as its preferred design approach, and extends the MDA framework by suggesting age-specific aesthetics and mechanics.


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