Educational video games design a review of the literature

March – 2010

MLearning, the literature suggests, broadens the availability of quality education materials through decreased cost and increased flexibility while also enhancing the efficiency and effectiveness of education administration and policy.

Learners on the move: Mobile learning for students in remote sites or underserved areas is another typical example of this type.

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Some manufacturers have released official emulators for their own consoles. Goal 2 of the United Nations Millennium Development Goals MDGs aims to achieve universal primary education for children everywhere, boys and girls alike, by Over the years this has expanded to include almost every type of skill that one might see prevalent in the creation of any movie or television program, including sound designersmusicians, and other technicians; as well as skills that are specific to video games, such as the game designer.

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The debate over cognitivism. MLearning allows a method of educational delivery that could be more cost-effective than eLearning methods, not to mention that the ubiquity of mobile phones means that many people are already familiar with mobile phone applications Motlik, Participants did not use the MMS capabilities, most likely due to the fact that the clips that trainees created were too long to be transmitted over the network.

Synchronous learning refers to the exchange of ideas and information with one or more participants during the same period. Casual game Casual games derive their name from their ease of accessibility, simple to understand gameplay and quick to grasp rule sets.

Behaviorism[ edit ] This theoretical framework was developed in the early 20th century based on animal learning experiments by Ivan PavlovEdward ThorndikeEdward C. Molave Development Foundation, Inc. A screenshot from Microsoft Flight Simulator showing a Beech D One of the longest-running serious games franchises would be Microsoft Flight Simulatorfirst published in under that name.

The HSUM focus group participants revealed that they were excited about the use of SMS for learning and that they found SMS-based learning more interesting than learning via paper-based tests.

Nevertheless, when the transactional distance is defined as a psychological gap between instructor and learner, it still contradicts definitions of structure and dialogue.

The authors of the project imply that the rationale for their pilot project was to explore the potential that mobile phones present for out-of-school learning.


Further qualitative information regarding the impact of the training program was gleaned from call logs and daily journals, in which participants were required to document their daily activities and thoughts, as well as from follow-up interviews and questionnaires.

Multiplayer video game Multiplayer video games are those that can be played either competitively, sometimes in Electronic Sportsor cooperatively by using either multiple input devices, or by hotseating.

They tested the module with a group of bank tellers and a group of restaurant servers. They argue that a video game is first and foremost a game, which must be understood in terms of its rules, interface, and the concept of play that it deploys.

Other game controllers are commonly used for specific games like racing wheelslight guns or dance pads. Any kind of dialogue and structure built by learners alone should be discussed in a different dimension.

Furthermore, applicants must indicate whether they are applying for the General Instructional Design and Technology Emphasis or the Technology Specialist Emphasis.The Educational App Store(EAS) App Certification is an independent and rigorous assessment of an app's performance from a learning perspective.

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Follow these simple steps to find online resources for your book. Why Instructional Design & Technology at WIU? Western Illinois University's Department of Instructional Design Technology (IDT) provides students with the knowledge, skills and ideas that will prepare them to use these tools of technology in create new ways to inform and train others.

At Scholastic, we believe that the development of robust literacy skills is at the very heart of empowering children to thrive in school and in life.

February – 2011

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Educational video games design a review of the literature
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