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Engaging young minds - Using computer game programming to enhance learning.
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2004:1 , 2004
Today's Video game generation have grown up in a fast paced and interactive environment. Engaging their minds in the normal school curriculum requires innovative and creative learning techniques. If we can harness the enthusiasm for playing video...
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Developing techniques for teaching Cerebral Palsy Students: Stage 1 Qualitative Interviewing.
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2005:1 , Jun 27, 2005
Having worked with cerebral palsy students over the past year, I was astounded to have my research approval questioned by the ethics committee. My research was to help improve the quality of life for these students and yet I was unable to interview...
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“Makes Me Feel Like a Real Person”: An Investigation into Personal Experiences of Students with Cerebral Palsy Playing Computer Games.
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2005:1 , Jun 27, 2005
A tertiary student with cerebral palsy approached me and asked for my help. She wanted to obtain a driver's licence in a car modified with hand controls, but was required to pass a practical test before being allowed to enrol for lessons. The test...
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eInclusion by means of Digital Game-Based Learning
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (ELEARN) 2005:1 , October 2005
The potential of digital game-based learning for eInclusion is presented in this paper. Several cases of successful application of games in the area of socialisation, creating experience and therapeutic purpose are outlined, thus implicating the...
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Game-Based E-Learning Systems: What can we learn from Commercial Game developers.
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2006:1 , June 2006
The pedagogical, social, and learning aspects from commercial computer games are pure chance and not by design. Many students play educational games as part of the curriculum and because they have to; and many educational games do not deliver on the ...
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Game-Based and Innovative Learning Approaches. A Symposium in conjunction with SIG-GLUE, Part 2
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2006:1 , June 2006
The aim of the symposium is to highlight the potential of game-based learning through innovative learning approaches. The potential of digital game-based learning for eInclusion will also be included with several cases of the successful application...
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Informal discussion forums: Can we harness the same passion in class
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2007:1 , Jun 25, 2007
This paper addresses the question of why young people will invest many hours of their time posting entries and subscribing to many online discussion forums, yet when asked to participate for class work, they only type one or two sentences....
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Recursive Loops of Game-Based Learning: a Conceptual model.
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2007:1 , Jun 25, 2007
This paper addresses the issues surrounding knowledge and skill acquisition from Game-Based Learning. Using both the learning models of Garris, Ahlers, and Driskell (2002) and Klob (1984), an enhanced conceptual model of how and where game-based...
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