The chapter’s idea stems from the observation that technology is difficult to learn in an abstract way (books, lectures, etc.) and practical activities are needed not only to apply concepts but also to help learning itself. This is particularly challenging in a younger age where this concern is often neglected frequently, leading to poor instruction, if any. However, science, technology, engineering, and mathematics (STEM) topics typically involve facts and concepts that could be effectively implemented and/or shown through smart objects according to the Internet-of-Things paradigm. Such objects, we called “iBlocks,” could be manipulated by young learners to study various types of phenomena/artifacts and compose new aggregations (reflecting...
The power of computer game technology is currently being harnessed to produce “serious games”. These...
In this study, the researcher conducted a multi-phases study and to explore how various e-learning m...
In this paper, methods and models for the design of educational interventions and usable systems are...
The chapter’s idea stems from the observation that technology is difficult to learn in an abstract w...
Education and training are among the fields taking advantage of serious games (SGs). In this paper w...
In recent years, the technological revolution has changed the way we see reality and interact with i...
Interactive learning environments, referred to as games in our design due to their unique features, ...
8th IEEE Global Engineering Education Conference, EDUCON 2017, Athens, Greece, 25-28 April 2017Games...
The perceived complexity of many engineering courses is partly due to difficulty visualizing or inte...
As our daily lives become more integrated with science & technology, our education systems need to e...
21st Century learning focuses on different skills and expertise that learners should develop for a s...
Videogames are a popular medium in our society and have an enormous mass appeal, reaching audiences ...
Gaming, an integral part of many students’ lives outside school, can provide an engaging platform fo...
Introduction of this paper is available online (see link below). For more information, go to publish...
Teaching STEM is a promising application domain for game-based instructional methods. In this paper ...
The power of computer game technology is currently being harnessed to produce “serious games”. These...
In this study, the researcher conducted a multi-phases study and to explore how various e-learning m...
In this paper, methods and models for the design of educational interventions and usable systems are...
The chapter’s idea stems from the observation that technology is difficult to learn in an abstract w...
Education and training are among the fields taking advantage of serious games (SGs). In this paper w...
In recent years, the technological revolution has changed the way we see reality and interact with i...
Interactive learning environments, referred to as games in our design due to their unique features, ...
8th IEEE Global Engineering Education Conference, EDUCON 2017, Athens, Greece, 25-28 April 2017Games...
The perceived complexity of many engineering courses is partly due to difficulty visualizing or inte...
As our daily lives become more integrated with science & technology, our education systems need to e...
21st Century learning focuses on different skills and expertise that learners should develop for a s...
Videogames are a popular medium in our society and have an enormous mass appeal, reaching audiences ...
Gaming, an integral part of many students’ lives outside school, can provide an engaging platform fo...
Introduction of this paper is available online (see link below). For more information, go to publish...
Teaching STEM is a promising application domain for game-based instructional methods. In this paper ...
The power of computer game technology is currently being harnessed to produce “serious games”. These...
In this study, the researcher conducted a multi-phases study and to explore how various e-learning m...
In this paper, methods and models for the design of educational interventions and usable systems are...