Cruz et al., 2017 - Google Patents
A game for learning history on mobile devicesCruz et al., 2017
View PDF- Document ID
- 4125276136297421573
- Author
- Cruz S
- Carvalho A
- Araújo I
- Publication year
- Publication venue
- Education and Information Technologies
External Links
Snippet
This paper presents a game designed to support teaching and learning of Portuguese History to 6th grade students. Firstly, a state of the art of mobile game-based learning for History is presented. Then we describe shortly the research carried out which aimed at the …
- 238000011160 research 0 abstract description 10
Classifications
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B7/00—Electrically-operated teaching apparatus or devices working with questions and answers
- G09B7/02—Electrically-operated teaching apparatus or devices working with questions and answers of the type wherein the student is expected to construct an answer to the question which is presented or wherein the machine gives an answer to the question presented by a student
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B19/00—Teaching not covered by other main groups of this subclass
- G09B19/22—Games, e.g. card games
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B19/00—Teaching not covered by other main groups of this subclass
- G09B19/18—Book-keeping or economics
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B5/00—Electrically-operated educational appliances
- G09B5/06—Electrically-operated educational appliances with both visual and audible presentation of the material to be studied
- G09B5/065—Combinations of audio and video presentations, e.g. videotapes, videodiscs, television systems
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B5/00—Electrically-operated educational appliances
- G09B5/02—Electrically-operated educational appliances with visual presentation of the material to be studied, e.g. using film strip
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06Q—DATA PROCESSING SYSTEMS OR METHODS, SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q50/00—Systems or methods specially adapted for a specific business sector, e.g. utilities or tourism
- G06Q50/10—Services
- G06Q50/20—Education
- G06Q50/205—Education administration or guidance
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B3/00—Manually or mechanically operated teaching appliances working with questions and answers
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06Q—DATA PROCESSING SYSTEMS OR METHODS, SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q50/00—Systems or methods specially adapted for a specific business sector, e.g. utilities or tourism
- G06Q50/01—Social networking
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
Similar Documents
| Publication | Publication Date | Title |
|---|---|---|
| Martinez et al. | Entertainment video games for academic learning: A systematic review | |
| Fjællingsdal et al. | Green across the board: Board games as tools for dialogue and simplified environmental communication | |
| Bell | Game on!: Gamification, gameful design, and the rise of the gamer educator | |
| Karagiorgas et al. | Gamification and game-based learning | |
| Wright-Maley | Beyond the “Babel problem”: Defining simulations for the social studies | |
| Marlatt | Capitalizing on the craze of Fortnite: Toward a conceptual framework for understanding how gamers construct communities of practice | |
| Kapp | The gamification of learning and instruction fieldbook: Ideas into practice | |
| Annetta | The “I's” have it: A framework for serious educational game design | |
| Smith et al. | Getting a clue: creating student detectives and dragon slayers in your library | |
| Oliver | Gamification as transformative assessment in higher education | |
| Annetta et al. | V-Learning: Distance education in the 21st century through 3D virtual learning environments | |
| Veltsos | Gamification in the business communication course | |
| Cruz et al. | A game for learning history on mobile devices | |
| Sanford et al. | Serious games: video games for good? | |
| Ulrich et al. | Creating evaluation profiles for games designed to be fun: An interpretive framework for serious game mechanics | |
| Richards et al. | Games for a digital age | |
| Bleumers et al. | State of play of digital games for empowerment and inclusion: A review of the literature and empirical cases | |
| Becker | Digital game-based learning: Learning with games | |
| Goethe | Games Are Learning Systems | |
| Sandovar et al. | Ethical stewardship: designing serious games seriously | |
| Vasconcelos et al. | Planning for sustainable development: a simulation game | |
| Buchanan et al. | Beyond a fad: Why video games should be part of 21st century libraries. | |
| McMunn-Tetangco | Gamification: a practical guide for librarians | |
| Latham et al. | Young adult resources today: connecting teens with books, music, games, movies, and more | |
| Gandolfi | Subjective temporalities at play: Temporality, subjectivity and gaming affordances in Cities: Skylines, Europa Universalis IV and Pillars of Eternity |