画廊中的恐慌:一款在线艺术史教育游戏:匹配游戏的设计和评估

Crysanthi Tseloudi, T. Tsiatsos
{"title":"画廊中的恐慌:一款在线艺术史教育游戏:匹配游戏的设计和评估","authors":"Crysanthi Tseloudi, T. Tsiatsos","doi":"10.1109/IISA.2015.7388084","DOIUrl":null,"url":null,"abstract":"With the evolution of technology, social media and mobile devices, digital games have become a frequent form of entertainment for many people. As games can provide a fun environment, where students can actively learn content through actions and decisions, there are high hopes that game-based learning can be used both in and outside the classroom and yield positive learning outcomes. The aim of this study is to evaluate the effectiveness and enjoyment of a game created for art history learning, on adults of various ages, with a different art history background and game experience and to hopefully help educational game creators get closer to a balance between fun and learning.","PeriodicalId":433872,"journal":{"name":"2015 6th International Conference on Information, Intelligence, Systems and Applications (IISA)","volume":"26 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2015-07-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"Panic in the gallery: An online educational game for art history: Design and evaluation of a matching game\",\"authors\":\"Crysanthi Tseloudi, T. Tsiatsos\",\"doi\":\"10.1109/IISA.2015.7388084\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"With the evolution of technology, social media and mobile devices, digital games have become a frequent form of entertainment for many people. As games can provide a fun environment, where students can actively learn content through actions and decisions, there are high hopes that game-based learning can be used both in and outside the classroom and yield positive learning outcomes. The aim of this study is to evaluate the effectiveness and enjoyment of a game created for art history learning, on adults of various ages, with a different art history background and game experience and to hopefully help educational game creators get closer to a balance between fun and learning.\",\"PeriodicalId\":433872,\"journal\":{\"name\":\"2015 6th International Conference on Information, Intelligence, Systems and Applications (IISA)\",\"volume\":\"26 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2015-07-06\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2015 6th International Conference on Information, Intelligence, Systems and Applications (IISA)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/IISA.2015.7388084\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2015 6th International Conference on Information, Intelligence, Systems and Applications (IISA)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/IISA.2015.7388084","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 3

摘要

随着科技、社交媒体和移动设备的发展,数字游戏已经成为许多人常见的娱乐形式。由于游戏可以提供一个有趣的环境,学生可以通过行动和决策积极地学习内容,因此基于游戏的学习可以在课堂内外使用,并产生积极的学习成果。这项研究的目的是评估一款针对不同年龄、不同艺术史背景和游戏经验的成年人的艺术史学习游戏的有效性和乐趣,并希望帮助教育游戏创作者更接近于乐趣和学习之间的平衡。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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
Panic in the gallery: An online educational game for art history: Design and evaluation of a matching game
With the evolution of technology, social media and mobile devices, digital games have become a frequent form of entertainment for many people. As games can provide a fun environment, where students can actively learn content through actions and decisions, there are high hopes that game-based learning can be used both in and outside the classroom and yield positive learning outcomes. The aim of this study is to evaluate the effectiveness and enjoyment of a game created for art history learning, on adults of various ages, with a different art history background and game experience and to hopefully help educational game creators get closer to a balance between fun and learning.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
A learning approach for strategic consumers in smart electricity markets On the construction of increasing-chord graphs on convex point sets A braided routing mechanism to reduce traffic load's local variance in wireless sensor networks Monitoring people with MCI: Deployment in a real scenario for low-budget smartphones MicroCAS: Design and implementation of proposed standards in micro-learning on mobile devices
×
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