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Affection influences learners' learning state. Using affective computing technology, computers can judge the learners' affection and learning state by recognizing their facial expressions. In education, the teacher can use the analysis result to understand the student's learning and accepting ability, and then formulate reasonable teaching plans.
The James Paul Gee Learning Games Awards were created in 2020 to apply Gee's theories to the identification and judging of learning game design. Gee's book is used in Kimon Keramidas' [9] argument explaining the learning processes of gamers. Some of the schema and elements that are used in game designing can be analogously used as "frameworks ...
Games and learning is a field of education research that studies what is learned by playing video games, and how the design principles, data and communities of video game play can be used to develop new learning environments. Video games create new social and cultural worlds – worlds that help people learn by integrating thinking, social ...
The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. [ 1 ] [ 2 ] The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. [ 3 ]
Game-based learning (GBL) is a type of game play that has defined learning outcomes. Generally, game-based learning is designed to balance subject matter with gameplay and the ability of the player to retain, and apply said subject matter to the real world. [4] Children tend to spend hours playing hide and seek, learning the steps of digital ...
Learner characteristics and cognitive learning outcomes have been identified as the key factors in research on the implementation of games in educational settings. In the process of learning a language through an online game, there is a strong relationship between the learner's prior knowledge of that language and their cognitive learning outcomes.
Therefore, if talking about the current development of social pedagogy and social learning, the recent trend in term of learning in our society, is the use of social media and other forms of technology. On one side, if well designed within an educational framework, social media can surely help with the development of certain essential skills:
Augmented learning is an on-demand learning technique where the environment adapts to the learner. By providing remediation on-demand, learners can gain greater understanding of a topic while stimulating discovery and learning. [ 1 ]