Abstract
Game-Based Learning is being widely used in the field of education. To construct such a system needs considerable time and resources. The purpose of this research is to construct a Game-Based Learning system for junior and elementary school students by using game engine and network engine from freeware, combined with materials of questions designed by academic experts, characters and scenes designed by art staff. The experimental result can understand that this kind of learning is more active and effective for students to get online to learn in quantitative results, and the improvement of learning outcomes from students are also more obvious.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
Similar content being viewed by others
References
Gendron, E., Carron, T., Marty, J.C.: Collaborative Indicators in Learning Games: an immersive factor. In: Proc. of the 2nd European Conference on Games Based Learning, Barcelona, Spain, pp. 16–17 (2008)
Jarmon, L., Traphagana, T., Mayratha, M., Trivedia, A.: Virtual world teaching, experiential learning, and assessment: An interdisciplinary communication course in Second Life. Computers & Education 53(1), 169–182 (2009)
Johnson, L., Levine, A., Smith, R., Smythe, T.: The 2009 Horizon Report. The New Media Consortium, Austin (2009)
Proberta, E.: Information literacy skills: Teacher understandings and practice. Computers & Education 53(1), 24–33 (2009)
Şendağa, S., Odabaşıb, H.F.: Effects of an online problem based learning course on content knowledge acquisition and critical thinking skills. Computers & Education 53(1), 132–141 (2009)
Raessens, J., Goldstein, J.: Handbook of Computer Game Studies. MIT Press, Cambridge (2003)
Tuzan, H.: Motivating Learners in Educational Computer Games. Indiana University, Bloomington (2004)
Kirriemur, J., McFarlane, A.: Literature review in games and learning. NESTA Futurelab series. NESTA Futurelab, Bristol (2004)
Kiili, K.: Digital game–based learning: Towards an experiential gaming model. Internet and Higher Education 8, 13–24 (2005)
Prensky, M.: Digital Game–Based Learning. McGraw–Hill, New York (2001)
Barab, S., Thomas, M., Dodge, T., Carteaux, R., Tuzun, H.: Making learning fun: Quest Atlantis, a game without guns. To appear in Educational Technology Research and Development (2005)
Lenhart, A., Kahne, J., Middaugh, E., Macgill, A., Evans, C., Vitak, J.: Teens, Video Games, and Civics: Teens’ gaming experiences are diverse and include significant social interaction and civic engagement. Pew Internet and American Life Project, New York, Pew Research (2008)
Cheng, Y.: Building a General–Purpose Pedagogical Agent in a Web–Based Multimedia Clinical Simulation System for Medical Education. Preprints of IEEE Transactions on Learning Technologies: Accepted for Future Publication (2009)
Vygotsky, L.S.: Mind and Society: The Development of Higher Psychological Processes. Harvard University Press, MA (1978)
Csikszentmihalyi, M.: Beyond Boredom and Anxiety. Jossey–Bass, San Francisco (1975)
Devmaster, http://www.devmaster.net/engines/
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2010 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
Cheng, YM., Lu, LH. (2010). Using Freeware to Construct a Game-Based Learning System. In: Pan, JS., Chen, SM., Nguyen, N.T. (eds) Computational Collective Intelligence. Technologies and Applications. ICCCI 2010. Lecture Notes in Computer Science(), vol 6422. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-16732-4_41
Download citation
DOI: https://doi.org/10.1007/978-3-642-16732-4_41
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-16731-7
Online ISBN: 978-3-642-16732-4
eBook Packages: Computer ScienceComputer Science (R0)