Practical evaluation on serious games in education
Journal
Journal of Emerging Computer Technologies
Date Issued
2021-03-30
Author(s)
Mileva Eftimova, Slavica
Madevska Bogdanova, Ana
Abstract
The arrival of the new learning methodologies is
in response to the reality: new generations should learn in a
different way. The so-called "Millennials" are looking for
another kind of stimulus. Discussions for modernizing the
curriculum include various solutions to retain students'
attention and, in order to ensure that teachers learn how to act
with a critical attitude, they will be confident and with the
developed creative skills that they will need for success in the
professional world in the future. The game based learning is
more than providing educational games to students, it is about
changing students' access to learning and their learning
approach: the goal is to enjoy the learning process itself. This
paper presents a methodological tool based on an evaluation
framework for integration of digital games into education
(MEDGE), expanded by adding additional information from the
students, MEDGE+. The evaluation framework is used on three
different approaches to the educational content: robot, micro:
bit and playing quiz Kahoot. MEDGE+ presents better tool for
the teachers in order to follow the student’s interest when
choosing appropriate educational games in the teaching process.
in response to the reality: new generations should learn in a
different way. The so-called "Millennials" are looking for
another kind of stimulus. Discussions for modernizing the
curriculum include various solutions to retain students'
attention and, in order to ensure that teachers learn how to act
with a critical attitude, they will be confident and with the
developed creative skills that they will need for success in the
professional world in the future. The game based learning is
more than providing educational games to students, it is about
changing students' access to learning and their learning
approach: the goal is to enjoy the learning process itself. This
paper presents a methodological tool based on an evaluation
framework for integration of digital games into education
(MEDGE), expanded by adding additional information from the
students, MEDGE+. The evaluation framework is used on three
different approaches to the educational content: robot, micro:
bit and playing quiz Kahoot. MEDGE+ presents better tool for
the teachers in order to follow the student’s interest when
choosing appropriate educational games in the teaching process.
Subjects
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