{"title":"一个学习版的吃豆人游戏","authors":"Mohamed Ali Khenissi, Fathi Essalmi, M. Jemni","doi":"10.1109/ICTA.2013.6815300","DOIUrl":null,"url":null,"abstract":"The use of computer learning games in education has significantly solved the problems of Game Generation in school. Therefore, using computer games in school increase students' motivation, and develop positive attitudes toward many subjects. In particular, using learning version of existing computer games was pointed out in many works that they have succeeded in improving student motivation, increase students' desire to learn and lead students to complete more difficult work. This paper describes a learning version of Pacman game with a case study in programming languages subject. This learning game is validated by classroom experimentation.","PeriodicalId":188977,"journal":{"name":"Fourth International Conference on Information and Communication Technology and Accessibility (ICTA)","volume":"115 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2013-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"17","resultStr":"{\"title\":\"A learning version of Pacman game\",\"authors\":\"Mohamed Ali Khenissi, Fathi Essalmi, M. Jemni\",\"doi\":\"10.1109/ICTA.2013.6815300\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The use of computer learning games in education has significantly solved the problems of Game Generation in school. Therefore, using computer games in school increase students' motivation, and develop positive attitudes toward many subjects. In particular, using learning version of existing computer games was pointed out in many works that they have succeeded in improving student motivation, increase students' desire to learn and lead students to complete more difficult work. This paper describes a learning version of Pacman game with a case study in programming languages subject. This learning game is validated by classroom experimentation.\",\"PeriodicalId\":188977,\"journal\":{\"name\":\"Fourth International Conference on Information and Communication Technology and Accessibility (ICTA)\",\"volume\":\"115 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2013-10-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"17\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Fourth International Conference on Information and Communication Technology and Accessibility (ICTA)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICTA.2013.6815300\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Fourth International Conference on Information and Communication Technology and Accessibility (ICTA)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICTA.2013.6815300","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
The use of computer learning games in education has significantly solved the problems of Game Generation in school. Therefore, using computer games in school increase students' motivation, and develop positive attitudes toward many subjects. In particular, using learning version of existing computer games was pointed out in many works that they have succeeded in improving student motivation, increase students' desire to learn and lead students to complete more difficult work. This paper describes a learning version of Pacman game with a case study in programming languages subject. This learning game is validated by classroom experimentation.