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ABSTRACT: Games according to Gee (2003), are 'multimodal texts' belonging to distinct 'semiotic domains' that employ a range of strategies in which images, words, sounds, music, movement and bodily sensations are factors, and their recognition and production evidence of the learning of these emerging literacies. Game based learning and educational game design, is a multifactor domain combining educational psychology, learning theory and computer games research demanding the cooperation of two different scientific areas, education and computer science, having a common work“game design”. In educational games, game design includes a major task, “embedding suitable educational approach and instructional techniques, for specific learning outcome and student profile, into the scenario and game play without loosing the fun and attractive part of it.” In this paper a framework for designing educational games is presented and applied to maritime education for navigational safety training. The game is designed for adult seafarers and maritime faculty students in non-formal educational settings.
Rocznik
Tom
Strony
297--304
Opis fizyczny
Bibliogr. 12 poz., rys., tab., wykr.
Twórcy
autor
- University of the Aegean, Department of Shipping Trade and Transport, Chios, Greece
autor
- University of the Aegean, Department of Shipping Trade and Transport, Chios, Greece
Bibliografia
- 1. Crawford, Chris. The Art of Computer Game Design (1982). Vancouver: Washington State University Vancouver, 1997. <http://www.mindsim.com/MindSim/Corporate/artCGD.pdf>
- 2. Chung Do Nam (2002), Shipboard Training for the Efficient Maritime Education, from http://bell.mma.edu/~iamu2002 /Papers/NamPaper.doc
- 3. Coleman J.S., et al. 1973. The Hopkins' Games Program: Conclusions from Seven Years of Research. Educational Researcher 2:3-7.
- 4. Dempsey J. V., Lucassen B. A., Haynes L. L., & Casey M. S., (1996). Instructional applications of computer games. New York, NY: Annual Meeting of the American Educational Research Association. (ERIC Document Reprodcution Service No. ED 394 500).
- 5. Dick W., Carey L., & Carey J.O. (2001). The systematic design of instruction (5th ed.) New York: Longman.
- 6. Egenfeldt-Nielsen S., (2005). Beyond Edutainment: Exploring the Educational Potential of Computer Games. Retrieved October 15, 2005 from http://www.itu.dk/people/sen/egenfeldt.pdf.
- 7. Gee J. P. (2003). What Video Games Have to Teach us About Learning and Literacy. New York: Palgrave Macmillan
- 8. Hirumi A. (2002). The design and sequencing of e-learning interactions: A grounded approach. International Journal on E-Learning, 1(1), 19-27.
- 9. Kirriemuir J., McFarlane C.A. Literature Review in Games and Learning Graduate School of Education, University of Bristol, Futurelab 2004, available at www.futurelab.org.uk/research/lit_reviews.htm
- 10. Marine insurance highlights – The Changing Pattern of Risk. Norway: http://www.dnv.com/dnvframework/forum/articles/forum_2000_01_18.htm, Det Norske Veritas Forum, 2000.
- 11. Stapleton, C. B. & Hughes, C. E. (2005). Mixed reality and experiential movie trailers: Combining emotions and immersion to innovate entertainment marketing. Proceedings of the 2005 International Conference on Human-Computer Interface Advances in Modeling and Simulation, New Orleans, LA, January 23-27, 40-48.
- 12. Thiagarajan, Sivasailam & Steinwachs, Barbara. (1990) Barnga: A Simulation Game on Cultural Clashes. Yarmouth, Me, Intercultural Press.
Typ dokumentu
Bibliografia
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