Game Based Lifelong Learning

Author(s):  
Sebastian Kelle ◽  
Steinn E. Sigurðarson ◽  
Wim Westera ◽  
Marcus Specht

Digital Games as a means of learning have become more important in recent years. Infrastructural and sociological developments have created fertile grounds for game innovations, by exploiting the latest technologies, and a new generation of learners have welcomed this form of learning. This chapter focuses on an overview of the current state of the art of learning games, explaining different perspectives. As the gamers’ generation has now grown up, the educational contexts for lifelong learning like higher and vocational education are moving into the scope of game based learning, and therefore deserve special attention.

Author(s):  
Richard Van Eck

The idea of digital game-based learning (DGBL) is gaining acceptance among researchers, game designers, educators, parents, and students alike. Building new educational games that meet educational goals without sacrificing what makes games engaging remains largely unrealized, however. If we are to build the next generation of learning games, we must recognize that while digital games might be new, the theory and technologies we need to create DGBL has been evolving in multiple disciplines for the last 30 years. This chapter will describe an approach, based on theories and technologies in education, instructional design, artificial intelligence, and cognitive psychology, that will help us build intelligent learning games (ILGs).


Energies ◽  
2019 ◽  
Vol 12 (19) ◽  
pp. 3721 ◽  
Author(s):  
Deepak Ronanki ◽  
Apoorva Kelkar ◽  
Sheldon S. Williamson

With the growing fleet of a new generation electric vehicles (EVs), it is essential to develop an adequate high power charging infrastructure that can mimic conventional gasoline fuel stations. Therefore, much research attention must be focused on the development of off-board DC fast chargers which can quickly replenish the charge in an EV battery. However, use of the service transformer in the existing fast charging architecture adds to the system cost, size and complicates the installation process while directly connected to medium-voltage (MV) line. With continual improvements in power electronics and magnetics, solid state transformer (SST) technology can be adopted to enhance power density and efficiency of the system. This paper aims to review the current state of the art architectures and challenges of fast charging infrastructure using SST technology while directly connected to the MV line. Finally, this paper discusses technical considerations, challenges and introduces future research possibilities.


2013 ◽  
Vol 3 (2) ◽  
pp. 22-35 ◽  
Author(s):  
Frederik De Grove ◽  
Jan Van Looy ◽  
Peter Mechant

Learning opportunities offered by digital games have become an important research topic in recent years. Language learning is one of the areas in which games could prosper but the question then is whether these should be specialized language-learning games or commercial off-the-shelf games for entertainment. The goal of this paper is to compare the experiences evoked by playing a commercial and two language-learning games in adult foreign language learners (N=62). While results of the experimental design suggest that a commercial game results in better playing and learning experiences, these findings are partly neutralized by the attitude of the participants towards learning through digital games and by being a frequent player of games or not. This raises questions as to how digital games should be designed to appeal to a public of learners that is not familiar with digital game-based learning or with gaming in general.


Author(s):  
Richard Van Eck

The idea of digital game-based learning (DGBL) is gaining acceptance among researchers, game designers, educators, parents, and students alike. Building new educational games that meet educational goals without sacrificing what makes games engaging remains largely unrealized, however. If we are to build the next generation of learning games, we must recognize that while digital games might be new, the theory and technologies we need to create DGBL has been evolving in multiple disciplines for the last 30 years. This chapter will describe an approach, based on theories and technologies in education, instructional design, artificial intelligence, and cognitive psychology, that will help us build intelligent learning games (ILGs).


2021 ◽  
Vol 5 (2) ◽  
pp. 213-223
Author(s):  
Tetyana Kucher

Playing games holds an important role in learning and development. While designing and using digital game-based learning (DGML) environments becomes more appealing to educators, there is a disconnect between the goals that educators try to achieve and the design strategies they utilize to achieve their goals. The inclusion of game elements alone is insufficient to improve students’ learning, and it does not solve educational problems that DGBL environments are aimed to solve. The current state of research on the design of DGBL environments calls for an updated review of the best practices in recent years for developing DGBL environments, which prompted this literature review. It draws from successful examples of educators implementing learning games in classes, and it highlights five key principles that facilitate the effectiveness of DGBL: (1) interactivity, (2) immersiveness, (3) adaptive problem solving, (4) feedback, and (5) freedom of exploration. Practical examples are used to illustrate the effective implementation of these principles in DGBL environments and to underscore the significance of each component.


2020 ◽  
Vol 7 (6) ◽  
pp. 1670-1680 ◽  
Author(s):  
Joana Figueiredo ◽  
Susana Loureiro ◽  
Roberto Martins

Biocides encapsulation appears to be a promising solution to develop a new generation of efficient anti-fouling additives (e.g. SiNC–DCOIT; SiNC–DCOIT–Ag) for maritime coatings with lower environmental hazard than the current state-of-the-art biocides (e.g. DCOIT).


1995 ◽  
Vol 38 (5) ◽  
pp. 1126-1142 ◽  
Author(s):  
Jeffrey W. Gilger

This paper is an introduction to behavioral genetics for researchers and practioners in language development and disorders. The specific aims are to illustrate some essential concepts and to show how behavioral genetic research can be applied to the language sciences. Past genetic research on language-related traits has tended to focus on simple etiology (i.e., the heritability or familiality of language skills). The current state of the art, however, suggests that great promise lies in addressing more complex questions through behavioral genetic paradigms. In terms of future goals it is suggested that: (a) more behavioral genetic work of all types should be done—including replications and expansions of preliminary studies already in print; (b) work should focus on fine-grained, theory-based phenotypes with research designs that can address complex questions in language development; and (c) work in this area should utilize a variety of samples and methods (e.g., twin and family samples, heritability and segregation analyses, linkage and association tests, etc.).


1976 ◽  
Vol 21 (7) ◽  
pp. 497-498
Author(s):  
STANLEY GRAND

Sign in / Sign up

Export Citation Format

Share Document