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Chapter: 'Social Facilitation Due to Online Inter-classrooms Tournaments' from book: Adaptive and Adaptable Learning: 11th European Conference on Technology Enhanced Learning, EC-TEL 2016, Lyon, France, September 13-16, 2016, Proceedings (Book chapter)

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Book Series: Lecture Notes in Computer Science ISSN: 0302-9743 / 1611-3349 ISBN: 9783319451527 9783319451534 Year: Pages: 13 DOI: 10.1007/978-3-319-45153-4_2 Language: English
Publisher: Springer
Subject: Education
Added to DOAB on : 2017-11-27 17:09:12
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In this paper we explore the impact of an inter-classrooms math tournament implemented through internet. The strategy is to increase learning through intra-classroom collaboration generated by inter-classroom competition. Ten fourth grade classes with all their students from eight schools participated. During previous weeks students practiced on-line and played a cloud based board game designed to learn word problems. Afterwards, all students participated on an inter-classroom tournament. They played on-line synchronously during 60 min. The game was played in dyads formed from different schools. The list of each classroom average score was published every 5 min on each student computer. We found an important social facilitation effect: a significant improvement on the performance of male students weak on math, and therefore a reduction on the performance gap between mathematically weak and strong male students. The improvement of female students weak on math was also significant but lower.

37 A Systematic Literature Review of Game-based Learning and Gamification Research in Asia (Book chapter)

Book title: Routledge International Handbook of Schools and Schooling in Asia

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ISBN: 9781138908499 9781315694382 Year: Pages: 25 Language: English
Publisher: Taylor & Francis
Subject: Education
Added to DOAB on : 2018-04-25 11:01:55
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The main purpose of this research is to conduct a systematic literature review of research studies on game-based
learning and gamification conducted in Asian K–12
schools. Through this review, we intend to present a comprehensive analysis of what the body
of accumulated research informs us of the impact of games in Asian educational settings and to
draw implications for future research directions.

Digital game based learning. Proceedings of the 4th International Symposium for Information Design, 2nd of June 2005 at Stuttgart Media University

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ISBN: 3866440103 Year: Pages: 260 p. DOI: 10.5445/KSP/1000004726 Language: ENGLISH
Publisher: KIT Scientific Publishing
Subject: Linguistics
Added to DOAB on : 2019-07-30 20:01:59
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Digital games are a significant element in the digital media and information society. They influence the development of media technologies as well as interface design, online social interaction and new evaluation approaches.The Fourth Symposium for Information Design focused on the question of how game based learning environments can motivate and stimulate learners in different situations, and improve learning. It presented didactical and pedagogical issues, as well as actual examples and concrete applications.

Quest to Learn

Authors: --- --- --- --- et al.
ISBN: 9780262294171 9780262515658 Year: Pages: 164 Language: English
Publisher: The MIT Press
Subject: Computer Science --- Education --- Science (General)
Added to DOAB on : 2019-01-17 11:41:34
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The design for Quest to Learn, an innovative school in New York City that offers a “game-like” approach to learning. Quest to Learn, an innovative school for grades 6 to 12 in New York City, grew out of the idea that gaming and game design offer a promising new paradigm for curriculum and learning. The designers of Quest to Learn developed an approach to learning that draws from what games do best: drop kids into inquiry-based, complex problem spaces that are built to help players understand how they are doing, what they need to work on, and where to go next. Content is not treated as dry information but as a living resource; students are encouraged to interact with the larger world in ways that feel relevant, exciting, and empowering. Quest to Learn opened in the fall of 2009 with 76 sixth graders. In their first semester, these students learned—among other things—to convert fractions into decimals in order to break a piece of code found in a library book; to use atlases and read maps to create a location guide for a reality television series; and to create video tutorials for a hapless group of fictional inventors. This research and development document outlines the learning framework for the school, making the original design available to others in the field. Elements in development include a detailed curriculum map, a budget, and samples of student and teacher handbooks.

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