Exploring Pervasive Entertainment Games to Construct Learning Paths - Entertainment Computing – ICEC 2017
Conference Papers Year : 2017

Exploring Pervasive Entertainment Games to Construct Learning Paths

Abstract

Digital Educational Games (DEGs) aim to provide motivating, personalized play experiences that blend learning and engagement, while addressing pedagogical requirements. The ultimate challenge is to enable and stimulate knowledge acquisition by creating rich environments that employ Entertainment Games (EGs) mechanics in order to accommodate learning objectives and support skills’ development. In recent years, the gap between EGs and DEGs has started to close, with studies looking not only into lessons learnt from EGs, but also into how EGs can be used in learning settings. This research analyses the possibility to integrate EGs mechanics into the pedagogical flows, in order to potentate learning. The paper further outline the design of a learning path that will be used as a unit on logistics and production means. The unit will be used for letting high school students explore functions of logistics and production (as a recruitment tool during the Open University days), as well as for the first introductionary course on production logistics.
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hal-01771229 , version 1 (19-04-2018)

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Jannicke Hauge, Ioana Andreea Stefan, Antoniu Stefan. Exploring Pervasive Entertainment Games to Construct Learning Paths. 16th International Conference on Entertainment Computing (ICEC), Sep 2017, Tsukuba City, Japan. pp.196-201, ⟨10.1007/978-3-319-66715-7_21⟩. ⟨hal-01771229⟩
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