Educational Computer Game for learning History: Impact on learners' level of knowledge and learners' satisfaction

Aymen Ghannem, Mohamed Ali Khenissi, Fathi Essalmi, A. Qaffas
{"title":"Educational Computer Game for learning History: Impact on learners' level of knowledge and learners' satisfaction","authors":"Aymen Ghannem, Mohamed Ali Khenissi, Fathi Essalmi, A. Qaffas","doi":"10.1109/ICTA49490.2019.9144967","DOIUrl":null,"url":null,"abstract":"Educational computer games have been adopted, for a long time, as a valuable tool in the learning and teaching of several subjects such as physics concepts, science, reading and spelling. These games are considered as a powerful instrument for teaching as they and succeeded in improving learners' motivation, increase learners' desire to learn, make learning more enjoyable, and lead learners to complete more difficult work. However, the use of these games for learning also has potential to affect the learning experience negatively if the game designer does not balance between a set of critical factors. Generally, the right combination of fun gameplay and appropriate learning experience constitutes a good opportunity for creating an effective educational game that supports the learners to acquire knowledge and to increase their competency. In this context, this paper introduces and describes a new educational computer game, called “LAST MISSION”, especially designed for learning the history of the World War 1 and the World War 2. In addition, this work seeks, through a pilot study, to investigate whether the use of this educational computer game has a positive effect on learners' level of knowledge and learners' satisfaction.","PeriodicalId":118269,"journal":{"name":"2019 7th International conference on ICT & Accessibility (ICTA)","volume":"25 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2019 7th International conference on ICT & Accessibility (ICTA)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICTA49490.2019.9144967","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

Educational computer games have been adopted, for a long time, as a valuable tool in the learning and teaching of several subjects such as physics concepts, science, reading and spelling. These games are considered as a powerful instrument for teaching as they and succeeded in improving learners' motivation, increase learners' desire to learn, make learning more enjoyable, and lead learners to complete more difficult work. However, the use of these games for learning also has potential to affect the learning experience negatively if the game designer does not balance between a set of critical factors. Generally, the right combination of fun gameplay and appropriate learning experience constitutes a good opportunity for creating an effective educational game that supports the learners to acquire knowledge and to increase their competency. In this context, this paper introduces and describes a new educational computer game, called “LAST MISSION”, especially designed for learning the history of the World War 1 and the World War 2. In addition, this work seeks, through a pilot study, to investigate whether the use of this educational computer game has a positive effect on learners' level of knowledge and learners' satisfaction.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
历史教育电脑游戏对学习者知识水平及满意度的影响
很长一段时间以来,教育电脑游戏已经被采用,作为一些学科的学习和教学的宝贵工具,如物理概念,科学,阅读和拼写。这些游戏被认为是一种强大的教学工具,因为它们成功地提高了学习者的动机,增加了学习者的学习欲望,使学习变得更加愉快,并引导学习者完成更困难的工作。然而,如果游戏设计师未能在一系列关键因素之间取得平衡,那么使用这些游戏进行学习也有可能对学习体验产生负面影响。一般来说,有趣的游戏玩法和适当的学习体验的正确结合构成了创造有效教育游戏的好机会,支持学习者获取知识并提高他们的能力。在此背景下,本文介绍并描述了一款新的教育电脑游戏,名为“LAST MISSION”,专门为学习第一次世界大战和第二次世界大战的历史而设计。此外,本研究试图通过一项初步研究来调查使用这种教育性电脑游戏是否对学习者的知识水平和学习者的满意度有积极的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Mada Innovation Program: A Go-to-Market ecosystem for Arabic Accessibility Solutions Learners' clustering in MOOCs: state of the art Cloud computing services and its Effect on tertiary education: Using Google Classroom Towards modeling the learner's concentration in e-learning environments Educational Computer Game for learning History: Impact on learners' level of knowledge and learners' satisfaction
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1