Serious games for use in a higher education environment
Authors: Liarokapis, F., Anderson, E.F. and Oikonomou, A.
Journal: Proceedings of CGAMES 2010 USA - 15th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational and Serious Games
Pages: 69-77
Abstract:This paper presents a serious game that covers the teaching of some basic concepts of computer networks, which has been specifically designed for educating university students. User requirements are collected through an expert user evaluation with academics as well as with a quantitative evaluation with university students. Based on these results, an online serious game was designed and implemented. The effectiveness of the serious game when applied for teaching purposes is quantified through an end-user evaluation with 30 users. Initial evaluation results show that online serious games can be effective and useful pedagogic tools in a higher education environment. © 2010 The University of Wolverhampton.
https://eprints.bournemouth.ac.uk/24320/
Source: Scopus
Serious Games for use in a Higher Education Environment
Authors: Liarokapis, F., Anderson, E.F. and Oikonomou, A.
Conference: EGPTA '10: Emerging Games Platforms, Technologies and Applications
Journal: Proceedings of CGAMES 2010 USA - 15th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational and Serious Games
Pages: 69-77
ISBN: 978-0954901684
https://eprints.bournemouth.ac.uk/24320/
Source: Manual
Preferred by: Eike Anderson
Serious Games for use in a Higher Education Environment.
Authors: Liarokapis, F., Anderson, E.F. and Oikonomou, A.
Editors: Mehdi, Q.
Conference: EGPTA '10: Emerging Games Platforms, Technologies and Applications
Pages: 69-77
Publisher: School of Computing and Information Technology, Wolverhampton University
ISBN: 9780954901684
Abstract:This paper presents a serious game that covers the teaching of some basic concepts of computer networks, which has been specifically designed for educating university level students. User requirements are collected through an expert user evaluation with academics as well as with a quantitative evaluation with university students. Based on these results, an online serious game was designed and implemented. The effectiveness of the serious game when applied for teaching purposes is quantified through an end-user evaluation with 30 users. Initial evaluation results show that online serious games can be an effective and useful pedagogic tool in teaching computer networks in a higher education environment.
https://eprints.bournemouth.ac.uk/24320/
Source: BURO EPrints