{"title":"Three Dimensional Virtual Laboratories and Simulations for Education","authors":"M. Abdalla","doi":"10.4018/978-1-5225-5790-6.CH007","DOIUrl":"https://doi.org/10.4018/978-1-5225-5790-6.CH007","url":null,"abstract":"This chapter provides a detailed study of the current literature surrounding instructional animation. After discussing definitions and classifications of these technologies, the chapter reviews how they can be differentiated from games. The chapter covers subtypes of instructional animation, including experiential, symbolic, and forms considered animation but lacking criteria of effective animation. The three types differ in some points. Important criteria must be considered before, during, and after designation when designing educationally effective software of these animations. If simulations are prepared according to evidence-based guidelines mentioned in the chapter, many benefits will be developed, including pedagogical, motivational, and daily life profits. However, disadvantages exist. Criticisms in literature will be mentioned on an evidence-based level.","PeriodicalId":201036,"journal":{"name":"Handbook of Research on Immersive Digital Games in Educational Environments","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123413975","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
I. A. S. Concilio, Beatriz A. Pacheco, Ana Grasielle Dionísio Corrêa
{"title":"The Use of Augmented Reality as a Teaching Tool","authors":"I. A. S. Concilio, Beatriz A. Pacheco, Ana Grasielle Dionísio Corrêa","doi":"10.4018/978-1-5225-5790-6.CH015","DOIUrl":"https://doi.org/10.4018/978-1-5225-5790-6.CH015","url":null,"abstract":"Augmented reality (AR) has shown to be a facilitating tool and motivation to work with children, young people, and adults in times of recreation (entertainment) and also in classrooms (formal spaces of education). Augmented reality provides a different way of learning with the support of different technologies such as computers, tablets, and smartphones. It allows easy visualization and manipulation of the study object, reproducing the complex data in the form of objects and three-dimensional texts, increasing the student's ability to perceive, which is stimulated by the possibility of interaction with the interface. This chapter aims to present the different augmented reality technologies used in education and also to discuss methodologies for the use of augmented reality applications to improve the teaching and learning process.","PeriodicalId":201036,"journal":{"name":"Handbook of Research on Immersive Digital Games in Educational Environments","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126741992","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pollyana Notargiacomo, Felipe Cabrini, Daniel Ohata, Rafael Martins, Rafael Brancaccio, Rafael Marin
{"title":"The Uses of Games That Transcend the Play and Mediate Learning","authors":"Pollyana Notargiacomo, Felipe Cabrini, Daniel Ohata, Rafael Martins, Rafael Brancaccio, Rafael Marin","doi":"10.4018/978-1-5225-5790-6.CH006","DOIUrl":"https://doi.org/10.4018/978-1-5225-5790-6.CH006","url":null,"abstract":"The digital games market is around 109 billion dollars. In this scenario, games as tools for mental and educational stimulation have been highlighted. They allow the connection between friends, the narrowing of family ties, artistic expression, improvement of aspects related to health, institute mechanisms for business and advertising, as well as constitute opportunities for differentiated training and simulations. Such artifacts are also mediators for building knowledge, as well as developing or exercising skills and attitudes, since they involve the flow state. For this it is necessary to make use of adaptability that in the educational scope allows the personalization of the experience to extend the immersion and fun. The present chapter presents a review to subsidize the expansion of the mapping of games' uses developed by Klopfer, Osterweil, and Salen, as well as to establish their relation with the deliberate practice to institute immersive and meaningful educational proposals.","PeriodicalId":201036,"journal":{"name":"Handbook of Research on Immersive Digital Games in Educational Environments","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115143007","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Fabiana Lorenzi, Lucas Curtinaz Dumer, Rafael Freitas Vernetti, Diego S. Pereira, Eliseo Reategui, D. Epstein
{"title":"Serious Games Tools to Support the Literacy Process","authors":"Fabiana Lorenzi, Lucas Curtinaz Dumer, Rafael Freitas Vernetti, Diego S. Pereira, Eliseo Reategui, D. Epstein","doi":"10.4018/978-1-5225-5790-6.CH005","DOIUrl":"https://doi.org/10.4018/978-1-5225-5790-6.CH005","url":null,"abstract":"The use of technologies in the teaching-learning process is constantly growing. In the process of literacy, for example, different learning objects have been developed. Literacy may be defined as the ability and confidence to engage with language to acquire, construct, and communicate meaning in all aspects of daily living. However, it is usual to find students with difficulties in writing and reading. Serious games are a kind of technology that has emerged to help students in the learning process. They present a playful environment that spark the interest of the student and motivates him to explore, research, and reflect on the content presented. This chapter presents three serious games developed to support students in the reading and comprehension of text.","PeriodicalId":201036,"journal":{"name":"Handbook of Research on Immersive Digital Games in Educational Environments","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115290688","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Beyond the Fun","authors":"Yvonne Costa Carvalho, G. Cabral, V. Teichrieb","doi":"10.4018/978-1-5225-5790-6.CH014","DOIUrl":"https://doi.org/10.4018/978-1-5225-5790-6.CH014","url":null,"abstract":"Many studies approach the relationship between games and education, linking them with pedagogical theories, such as the constructivism, the social interactionism, and the early child development theory, respectively. Games are particularly well suited to one of these theories, the pedagogy of liberation, since it may help developing autonomy and critical thinking. However, there is apparently a lack of studies relating the use of games and gamification in education from this perspective. This chapter reports some case studies of using commercial games and gamification methods in a Brazilian school, relating the experiences to concepts from the pedagogy of liberation.","PeriodicalId":201036,"journal":{"name":"Handbook of Research on Immersive Digital Games in Educational Environments","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125397246","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
V. F. Martins, Maria Amélia Eliseo, Nizam Omar, Marcia L. A. Castro, Ana Grasielle Dionísio Corrêa
{"title":"Using Game Development to Teach Programming","authors":"V. F. Martins, Maria Amélia Eliseo, Nizam Omar, Marcia L. A. Castro, Ana Grasielle Dionísio Corrêa","doi":"10.4018/978-1-5225-5790-6.CH016","DOIUrl":"https://doi.org/10.4018/978-1-5225-5790-6.CH016","url":null,"abstract":"One of the educational actions used to leverage the acquisition of practical and theoretical knowledge in the classroom is related to the “learn by practice” methodology in which the student goes from a mere spectator to an agent in his/her learning process. This methodology is being applied in the teaching of courses related to programming, fostering the development of digital games as a didactic practice. This chapter describes the digital games development experience in programming courses on the first year of computer graduation courses in a Brazilian private university. The study reveals the opinion of students and teachers on the application of game development in such courses, as well as the methodology applied to each one of them. The results obtained emphasize that the activity intensifies the learning of concepts inherent to programming, along with fostering motivation and commitment that is paramount in the building of their competencies and skills.","PeriodicalId":201036,"journal":{"name":"Handbook of Research on Immersive Digital Games in Educational Environments","volume":"57 7","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121003590","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Giani Petri, Christiane Gresse von Wangenheim, A. Borgatto, Alejandro Calderón, M. Ruiz
{"title":"Digital Games for Computing Education","authors":"Giani Petri, Christiane Gresse von Wangenheim, A. Borgatto, Alejandro Calderón, M. Ruiz","doi":"10.4018/978-1-5225-5790-6.CH002","DOIUrl":"https://doi.org/10.4018/978-1-5225-5790-6.CH002","url":null,"abstract":"Digital games are considered an effective and efficient instructional strategy for computing education. However, there are few empirical studies providing sound evidence on the benefits of such educational games. In this respect, the objective of this chapter is to present a comprehensive analysis in order to summarize empirical evidence on the benefits of digital games used as an instructional strategy for computing education. The analysis is based on data collected from 21 case studies that use the MEEGA model, the most commonly used model for educational games' evaluation, evaluating 9 different games, involving a population of 344 students. The results indicate that digital games can yield a positive effect on the learning of computing, providing a pleasant and engaging experience to the students and motivating them to study. These results may guide instructors in the selection of educational games as instructional methods and guide game creators with respect to the development of new games.","PeriodicalId":201036,"journal":{"name":"Handbook of Research on Immersive Digital Games in Educational Environments","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134323619","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Aline Coêlho dos Santos, P. C. Nicolete, J. B. Silva
{"title":"Online Inquiry-Based Learning in Biology","authors":"Aline Coêlho dos Santos, P. C. Nicolete, J. B. Silva","doi":"10.4018/978-1-5225-5790-6.CH019","DOIUrl":"https://doi.org/10.4018/978-1-5225-5790-6.CH019","url":null,"abstract":"A number of experimental studies have been conducted to explore the relationship between inquiry-based learning and the use of online experiments carried out remotely or virtually. Researchers have studied the effect of these techniques in STEM-centered modules (science, technology, engineering, and mathematics) in recent years, as a way to better integrate educational technology to the school context, as well as providing the students with high-quality education. Within this scenario, a biology lecture on nervous impulses was presented following (1) the construction of an inquiry-based online course, as well as inquiry cycle, from which students had at their disposal a series of steps to research the subject, including testing practices through virtual laboratories; (2) application of the educational tool in biology classes; (3) identification the students' progression regarding the understanding of the content explored in the research phases and their perception regarding their learning and usefulness of the educational tool.","PeriodicalId":201036,"journal":{"name":"Handbook of Research on Immersive Digital Games in Educational Environments","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121750785","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
T. Dantas, Patricia Padula Lopes, Érico Marcelo Hoff do Amaral
{"title":"Programming Life","authors":"T. Dantas, Patricia Padula Lopes, Érico Marcelo Hoff do Amaral","doi":"10.4018/978-1-5225-5790-6.CH017","DOIUrl":"https://doi.org/10.4018/978-1-5225-5790-6.CH017","url":null,"abstract":"This chapter presents the use of gamification as mechanism to support the process of teaching and learning programming through a serious game, titled Programming Life. The aim is to alleviate the difficulties encountered by incoming students in the introductory programming disciplines and to provide the student with a teaching method, to which self-learning is possible, without the need for prior knowledge of content, only with their own efforts. Developing logical reasoning, the ability to solve problems in an algorithmic way and enabling the learning of C language and stimulating the construction of computational thinking in a pleasant and attractive way. The results achieved with the use of Programming Like in classes of algorithms and programming were beyond the initial expectation, and demonstrate that it is possible to provide at the student with a form of playful learning, ensuring that students assimilate concepts and techniques related to programming logic.","PeriodicalId":201036,"journal":{"name":"Handbook of Research on Immersive Digital Games in Educational Environments","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130411419","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}