Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 33093
Multimedia Games for Elementary/Primary School Education and Entertainment
Authors: Andrew Laghos
Abstract:
Computers are increasingly being used as educational tools in elementary/primary schools worldwide. A specific application of such computer use, is that of multimedia games, where the aim is to combine pedagogy and entertainment. This study reports on a case-study whereby an educational multimedia game has been developed for use by elementary school children. The stages of the application-s design, implementation and evaluation are presented. Strengths of the game are identified and discussed, and its weaknesses are identified, allowing for suggestions for future redesigns. The results show that the use of games can engage children in the learning process for longer periods of time with the added benefit of the entertainment factor.Keywords: Education, entertainment, games, school
Digital Object Identifier (DOI): doi.org/10.5281/zenodo.1331905
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2245References:
[1] A. Laghos, "Educational Multimedia Games: Design, Implementation & Evaluation," Developing Innovative Visual Educational Resources For Students Everywhere (DIVERSE 2008 Conference). Haarlem, Holland, 2008.
[2] J. Kirriemuir, and A. McFarlane, "Literature Review in Games and Learning". Futurelab. http://www.futurelab.org.uk/research/lit_reviews.htm (accessed May 1, 2008).
[3] ELSPA, "Interactive Leisure Software: Global Market Assessment and Forecast to 2006," Report for ELSPA (The Entertainment and Leisure Software Publishers Association), 2003. http://www.elspa.comserv/screendigestbrief.asp (accessed 1 May, 2008)
[4] Becta, "Computer Games in Education project" http://www.becta.org.uk/research/research.cfm?section=1&id=2826 (accessed 1 May, 2008).
[5] C.S,.Ang, and R.K. Rao, "Theories of learning: A Computer Game Perspective," IEEE Fifth International Symposium on Multimedia Software Engineering, 239-245. Taipei, Taiwan, 2003.
[6] P. Zaphiris, J. Ang, A. Laghos, "Online Communities," In: Jacko, J.A. & Sears, A. (Eds.), The Human-Computer Interaction Handbook. Mahwah, NJ: Lawrence Erlbaum & Associates, 2006.
[7] J. Kuo, "Online video games in mental health," Annual meeting of the American Psychiatry Association, New York, 2004.
[8] R. Aviv, "Education performance of ALN via content analysis". Journal of Asynchronous Learning Networks, 14(2), 2000.
[9] A. Mitchell, and C. Savill-Smith, "The use of computer and video games for learning". ULTRALAB. Learning and Skills Development Agency. http://www.lsda.org.uk (accessed May 1, 2008).
[10] H. Pillay, "An investigation of cognitive processes engaged in by recreational computer game players: implications for skills of the future," Journal of Research on Technology in Education, 34(3), 2003, pp. 336-360.
[11] A. Laghos, "Using Games to Preserve and Educate," International Conference on Virtual Systems and MultiMedia Dedicated to Digital Heritage. (VSMM 2008). Limassol, Cyprus, 2008.
[12] ACM SIGCHI, "Curricula for Human-Computer Interaction," New York, NY: the Association for Computing Machinery, 1992.
[13] J. Kurhila, M. Miettinen, P. Nokelainen, & H. Tirri, "The Role of the Learning Platform in Student-Centered E-Learning," Proceedings of the 4th IEEE International Conference on Advanced Learning Technologies, 2004.
[14] M. Christoforou, M. & A. Laghos, "A Comparison of New Interactive Environment Games, Classic Computer Games and Traditional Games, and their Impact on Children's Education and Mental and Physical Balance," 5th International Conference on Multimedia and Information and Communication Technologies in Education (m-ICTE 2009), Lisbon, Portugal, 2009.
[15] A. McFarlane, A. Sparrowhawk, and Y. Heald, "Report on the Educational Use of Games", TEEM. http://www.teem.org.uk (accessed May 1, 2008).