Leveraging games for learning is not to be just another passing fad in the history of educational technology. Young minds are curious and primed for change, but equally strong in resisting reinforced change! BEACONING environment is designed to foster learning curiosity and ultimately intended to encourage learners (“feel the need”) to acquire knowledge and skills through the nurturing of intrinsic motivation as would be demanded in the gaming episodes, the same way it so happens in real-life. The document consists of three main sections. The in-depth market analysis of the education gaming in EU is presented, followed by an overview of the state of the art of the technology in using games for engaging students in inclusive education. The f...
Under the new Curriculum for Excellence (CfE), teachers at schools across Scotland are encouraged to...
The great ambition of using games as the cornerstone of education is hindered by its associated teac...
This thesis provides an analysis of gaming elements of engagement that influence learning of curricu...
This report is an update on 2016 Game-based Learning Tech Watch report, which is a BEACONING project...
The educational sector around the world is undergoing a transformation and a re-engineering process ...
BEACONING stands for Breaking Educational Barriers with Contextualised, Pervasive and Gameful Learni...
Games are increasingly becoming common in learning environments, and to match the requirements of d...
The BEACONING Project (Breaking Educational Barriers with Contextualised, Pervasive and Gameful Lear...
Technology Enhanced Learning (TEL) is a very broad and increasingly mature research field. It encomp...
Our class is divided into two groups. One group will give a workshop about the trends in gaming and ...
Game based learning is receiving increased attention, including from the New Media Corporation’s Con...
The extensive growth of Open Learning has been facilitated through technological innovation and cont...
Many studies say that video game play is beginning to threaten traditional home entertainment choice...
The tight connection which occurs between entertainment and education has originated what is defined...
Immersion is often argued to be one of the main driving forces behind children’s learning in digital...
Under the new Curriculum for Excellence (CfE), teachers at schools across Scotland are encouraged to...
The great ambition of using games as the cornerstone of education is hindered by its associated teac...
This thesis provides an analysis of gaming elements of engagement that influence learning of curricu...
This report is an update on 2016 Game-based Learning Tech Watch report, which is a BEACONING project...
The educational sector around the world is undergoing a transformation and a re-engineering process ...
BEACONING stands for Breaking Educational Barriers with Contextualised, Pervasive and Gameful Learni...
Games are increasingly becoming common in learning environments, and to match the requirements of d...
The BEACONING Project (Breaking Educational Barriers with Contextualised, Pervasive and Gameful Lear...
Technology Enhanced Learning (TEL) is a very broad and increasingly mature research field. It encomp...
Our class is divided into two groups. One group will give a workshop about the trends in gaming and ...
Game based learning is receiving increased attention, including from the New Media Corporation’s Con...
The extensive growth of Open Learning has been facilitated through technological innovation and cont...
Many studies say that video game play is beginning to threaten traditional home entertainment choice...
The tight connection which occurs between entertainment and education has originated what is defined...
Immersion is often argued to be one of the main driving forces behind children’s learning in digital...
Under the new Curriculum for Excellence (CfE), teachers at schools across Scotland are encouraged to...
The great ambition of using games as the cornerstone of education is hindered by its associated teac...
This thesis provides an analysis of gaming elements of engagement that influence learning of curricu...