This paper compares two kinds of educational treatment within location-based game approach; learning by playing a location-based game and learning by designing a location-based game. Two parallel elementary school classes were included in our study (N=27; age 14-15). The ‘designers’ class took part in the whole process of game design except the technical part (programming and content implementation), the ‘players’ class did not get any special treatment but played the game made by their fellow-students. The study describes possibilities and limitations of those two implementation approaches and measures effectiveness of knowledge acquisition and future interests in the game topic. The data revealed positive effect of the active approach (de...
The purpose of this thesis was to study the use of games as a medium to teach and to see how they ca...
The task of integrating games into an educational setting is a demanding one, and integrating games ...
At present, methods for the optimal use of two approaches to computer game-based learning in school ...
This paper compares two kinds of educational treatment within location-based game approach; learnin...
This paper compares two kinds of educational treatment within location-based game approach; learning...
Along with popular location-based game Pokémon GO and advancements with mobile technology, location-...
Along with popular location-based game Pokémon GO and advancements with mobile technology, location-...
With handhelds, it is possible to mix virtual with real-world data (i.e. locations and contexts) con...
Recent developments in mobile technology have facilitated the emergence of a vast number of games to...
The attention to computer game-based learning has grown as research continues to demonstrate its eff...
The international focus on the learning potential of games in recent years has led to a boost in bot...
The major purpose of this study is to use network and multimedia technologies to build a game-based ...
From the perspective of educators, games are viewed as a medium in which the younger generation both...
A student-designed games (SDG) teaching unit could be described as the process in which students cre...
The task of integrating games into an educational setting is a demanding one, and integrating games ...
The purpose of this thesis was to study the use of games as a medium to teach and to see how they ca...
The task of integrating games into an educational setting is a demanding one, and integrating games ...
At present, methods for the optimal use of two approaches to computer game-based learning in school ...
This paper compares two kinds of educational treatment within location-based game approach; learnin...
This paper compares two kinds of educational treatment within location-based game approach; learning...
Along with popular location-based game Pokémon GO and advancements with mobile technology, location-...
Along with popular location-based game Pokémon GO and advancements with mobile technology, location-...
With handhelds, it is possible to mix virtual with real-world data (i.e. locations and contexts) con...
Recent developments in mobile technology have facilitated the emergence of a vast number of games to...
The attention to computer game-based learning has grown as research continues to demonstrate its eff...
The international focus on the learning potential of games in recent years has led to a boost in bot...
The major purpose of this study is to use network and multimedia technologies to build a game-based ...
From the perspective of educators, games are viewed as a medium in which the younger generation both...
A student-designed games (SDG) teaching unit could be described as the process in which students cre...
The task of integrating games into an educational setting is a demanding one, and integrating games ...
The purpose of this thesis was to study the use of games as a medium to teach and to see how they ca...
The task of integrating games into an educational setting is a demanding one, and integrating games ...
At present, methods for the optimal use of two approaches to computer game-based learning in school ...