Автор: Ioannis Deliyannis
Издательство: ITExLi
Год: 2020
Страниц: 132
Язык: английский
Формат: pdf (true)
Размер: 10.1 MB
This book presents a collection of chapters that focus on the design, use, and evaluation of games and the application of gamification processes in serious learning scenarios. The book presents a series of design and evaluation case studies enabling the reader to appreciate the complexity of the task in hand, sample different case studies, and appreciate how different requirements can be met using game design and evaluation theory, analysis, and implementation.
This is clearly the way of the future, as those technologies are currently being used to change the way we explore, learn, and share our knowledge with others. The field will evolve in the near future with the use of new delivery platforms, while various technologies will merge into more concrete media, including wearable multipurpose devices.
There are many interventions in higher education that can be implemented through mobile games. Presenting these interventions using mobile applications is supported by the fact that 92% of higher education students own at least two mobile devices. Traditionally, individuals needed to learn systems with unique languages, such as LaTeX or MathML, in order to produce readable mathematical content electronically. Further, text input on mobile devices is difficult and cumbersome and students identify hindrances typing or entering answers on mobile devices. For mobile games in mathematics and most other STEM courses, it is necessary to display and manipulate mathematical expressions and formulas. To embed mathematics directly into mobile games, the authors have created a modular system that focuses on allowing students to easily, but freely, input expressions that are comparable with expressions in their textbooks while keeping the number of screen taps low. This software system incorporates simplicity and interactivity which have been identified as key contributors to overall usability in user interface design.
Contents:
1.Categorizing Game Design Elements into Educational Game Design Fundamentals
2.Game: Experience as an Educational Tool
3.Gamifying Project Procurement for Better Goal Incorporation
4.Software Design Considerations for Mathematics in Mobile Games
5.Use of Cloud Gaming in Education
6.Digital Games in Primary Education
7.World of Warcraft Stats System: Evolution and Casualization
8.An Evaluation of Game Usability in Shared Mixed and Virtual Environments
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