Mind and Media: The Effects of Television, Video Games, and Computers
Mind and Media: The Effects of Television, Video Games, and Computers
Digital Game-Based Learning
Design Strategies and Principles in VISOLE
Proceedings of the 2005 conference on Towards Sustainable and Scalable Educational Innovations Informed by the Learning Sciences: Sharing Good Practices of Research, Experimentation and Innovation
MOOSE goes to school: a comparison of three classrooms using a CSCL environment
CSCL '97 Proceedings of the 2nd international conference on Computer support for collaborative learning
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
Design and implementation of farmtasia: a game designed for the VISOLE teaching style
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
VISOLE: An Example of Hybrid Learning
ICHL '08 Proceedings of the 1st international conference on Hybrid Learning and Education
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Some scholars argue that simply using an educational game does not ensure that learners can generate the kinds of understandings that educators might desire. In order to maintain students' interest in playing the game and, at the same time, helps them to learn, some scholars argue that reflection and debriefing during playing was the most effective approach. In this paper, we discuss the “Record-Replay” function, which is one of the technical and educational innovations in VISOLE that enables teachers and students to replay recorded gameplays, in order to help students to re-examine their decisions made while playing the game. Teachers can also guide student in making what-if analyses, making it a good tool for reflection and debriefing. Besides, “Record-Replay” allows teachers to assess students, and researchers to study and investigate the effectiveness of the game.