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This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License
Article
Learning on Gaming: A New Digital Game Based Learning Approach to Improve Education Outcomes
Author(s)
Sabina Maraffi
Francesco M. Sacerdoti
Eleonora Paris
Full-Text PDF
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DOI:10.17265/2161-623X/2017.09.003
Affiliation(s)
University of Camerino, Camerino, Italy
e-voluzione srl, Naples, Italy
University of Camerino, Camerino, Italy
ABSTRACT
Educational
technologies that use more suitable tools to help students improve the
teaching-learning process: games and video games
are excellent educational vehicles. The project GeoQuest is a class-interactive
role-playing computer game—computer
class role plating game (CCRPG), to
teach inter-disciplinary science and humanities. The students interact with the
game using their own smartphone or tablet and the system collects the
individual answers. Game paths, such as
several activities, videos, animations, and hands-on activities, to incentivise
different perception channels and multiple communication codes. GeoQuest
is a new teaching approach designed for learning on gaming (LoG) to learn while
playing, different from edutainment (educate and entertain together) and gaming
to learn (playing a game without specific didactic). With LoG, the game “hides”
didactic inside the game. The CCRPG allows a significantly greater
attention, with a persistent attention during the whole game. This
improves learning processes, and at the same time, renew teaching competences
of mentors integrating information and
communications technology (ICT), storytelling, and digital
game base learning (DGBL) with an ease of realise new didactic product.
KEYWORDS
learning on gaming (LoG), digital game based learning (DGBL), storytelling, innovative teaching, role-playing game, interactive teaching
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