The Use of Games Software to Enhance Educational Material
Edited book (chapter)
Chapter Title | The Use of Games Software to Enhance Educational Material |
---|---|
Book Chapter Category | Edited book (chapter) |
Book Title | Mechatronics and Machine Vision in Practice 3 |
Authors | Cubero, Samuel N. and Billingsley, John |
Page Range | 171-180 |
Chapter Number | 1 |
Number of Pages | 10 |
Year | 2018 |
ISBN | 9783319769479 |
9783319769462 | |
Digital Object Identifier (DOI) | https://doi.org/10.1007/978-3-319-76947-9_12 |
Web Address (URL) | https://link.springer.com/chapter/10.1007/978-3-319-76947-9_12 |
Abstract | It is suggested that constructing course material using games frameworks might ameliorate problems of inattentive students. Four types of inattentive students are described and common reasons for their lack of attention in class are discussed. Each individual student possesses different levels of 'intelligence' or talents. Unfortunately, only a few of these are promoted, developed and assessed in most education. Fun and entertaining video games have clearly demonstrated the potential to hold the attention of students for long periods of time. This attribute can be of great value if imparted to teaching material. Some game design strategies are outlined, together with an overview of the tools that teachers will need to learn in order to develop such games. |
Keywords | Education; Edutainment; Games; Gamification; Intelligence |
Contains Sensitive Content | Does not contain sensitive content |
ANZSRC Field of Research 2020 | 461299. Software engineering not elsewhere classified |
Public Notes | Files associated with this item cannot be displayed due to copyright restrictions. |
Byline Affiliations | Khalifa University of Science and Technology, United Arab Emirates |
School of Engineering |
https://research.usq.edu.au/item/qq4z0/the-use-of-games-software-to-enhance-educational-material
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