Games for e-Learning

Authors

  • Carlos Vaz de Carvalho Instituto Superior de Engenharia do Porto, Porto,

Keywords:

Serious Games, e-Learning, Games, Distance Learning

Abstract

Games can be instantiated for learning as they involve mental and physical stimulation and develop practical skills – they force the player to decide, to choose, to define priorities, to solve problems, etc. Immediate reward (and feedb ck) is a major motivational factor, whether it is translated as game entities (life, power, new levels, etc.) or as neurological impulses (happiness, feeling of achievement, etc.). Games can be social environments, sometimes involving large distributed communities. Serious Games are specifically designed to change behaviors and impart knowledge. The objective of the project TIMEMESH is to evaluate the
use of Serious Games for learning history, culture and social relations. An extensible, online, multi-language, multi-player, collaborative and social game platform for sharing and acquiring knowledge of the history of European regions is being developed.

Author Biography

Carlos Vaz de Carvalho, Instituto Superior de Engenharia do Porto, Porto,

Graphics, Interaction and Learning Technologies, R&D

References

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Additional Files

Published

2020-09-02

How to Cite

Carvalho, C. V. de . (2020). Games for e-Learning. International Journal on Information Technology and Computer Science, 4(2). Retrieved from http://ijitcs.info/index.php/ijitcs/article/view/16

Issue

Section

Research Articles