Evaluating the Learning Process: The "ThimelEdu" Educational Game Case Study.

international conference on computer supported education(2020)

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Abstract
Digital games are an important part of most adolescent's leisure lives nowadays and are expected to become the predominant form of popular culture interaction in our society. Many educators see digital games as powerful motivating digital environments, due to their potential to enhance student engagement and motivation in learning, as well as an effective way to create socially interactive, constructivist learning environments and educational processes based on each learner's needs. The present work focuses on how students acquire knowledge about the subject of the Greek ancient theatre through an interactive 3D serious game, compared with the traditional teaching process.
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Key words
Game-based Learning, Serious Games, eLearning, Learning Process, ThimelEdu
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