Use of Cloud Gaming in Education

M. Sužnjević, Maja Homen
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引用次数: 1

Abstract

The use of digital games in education has been the subject of research for many years and their usefulness has been confirmed by many studies and research projects. Standardized tests, such as PISA test, show that respondents achieved better reading, math and physics results if they used the computer more for gaming-related activities. It has been proven that the application of video games in education increases student motivation, improves several types of key skills— social and intellectual skills, reflexes and concentration. Nevertheless, there are several challenges associated with the application of video games in schools and they can be categorized as technical (network and end device limitations), competency (teachers’ knowledge in the area), qualitative (lack of educational games of high quality), and financial (high cost of purchasing games and equipment). The novel architecture for delivery of gaming content commonly referred to as “cloud gaming” has the potential to solve most of the present challenges of using games in education. A well-designed cloud gaming platform would enable seamless and simple usage for both students and teachers. While solving most of the present problems, cloud gaming introduces a set of new research challenges which will be discussed in this section. using games as a teaching tool in practice, and presented the solution based on cloud gaming. We showed that while the advantages are clear, there are significant challenges in applying the use of digital games in schools in practice. We present a possible solution based on the concept of cloud gaming—streaming of live game video to end users’ devices, whose video is created in real time based on the results of user commands. We showcase how the cloud gaming approach solves the number of current issues, but we also define research problems which this approach poses. We present a detailed roadmap of the research which needs to be conducted in cooperation of educational and technical research.
云游戏在教育中的应用
多年来,数字游戏在教育中的应用一直是研究的主题,许多研究和研究项目都证实了它们的实用性。PISA测试等标准化测试表明,如果受访者更多地使用电脑进行与游戏相关的活动,他们的阅读、数学和物理成绩会更好。事实证明,在教育中应用电子游戏可以提高学生的积极性,提高几种关键技能——社交和智力技能、反应能力和注意力。尽管如此,电子游戏在学校的应用仍然存在一些挑战,它们可以被归类为技术(网络和终端设备的限制)、能力(教师在该领域的知识)、质量(缺乏高质量的教育游戏)和财务(购买游戏和设备的高成本)。这种传递游戏内容的新架构通常被称为“云游戏”,它有可能解决目前在教育中使用游戏的大多数挑战。一个设计良好的云游戏平台将为学生和教师提供无缝和简单的使用。在解决大多数当前问题的同时,云游戏引入了一系列新的研究挑战,这些挑战将在本节中讨论。在实践中运用游戏作为教学工具,提出了基于云游戏的解决方案。我们发现,虽然优势显而易见,但在学校实践中应用数字游戏仍存在重大挑战。我们提出了一种可能的解决方案,基于云游戏流的概念,将游戏视频直播到终端用户的设备上,根据用户命令的结果实时创建视频。我们展示了云游戏方法如何解决当前的许多问题,但我们也定义了这种方法所带来的研究问题。我们提出了一份详细的研究路线图,需要在教育和技术研究的合作下进行。
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