Video games and education: (Education in the Face of a “Parallel School”)
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Games and Simulations in Online Learning: Research and Development Frameworks
Games and Simulations in Online Learning: Research and Development Frameworks
Digital Game-Based Learning
Business Simulations and Cognitive Learning
Simulation and Gaming
Relationships Between Game Attributes and Learning Outcomes
Simulation and Gaming
Video Game Effects-Confirmed, Suspected, and Speculative
Simulation and Gaming
Digital Games in eLearning Environments
Simulation and Gaming
Promoting Social and Emotional Learning With Games
Simulation and Gaming
Serious Games, Debriefing, and Simulation/Gaming as a Discipline
Simulation and Gaming
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With the proliferation of entertainment games, supported by heavy investment in the underlying technologies, educators are now examining the educational values of gaming and attempting to incorporate games into their teaching. In Singapore, the game sector is worth many million Singapore dollars (SGDs), and gaming is an engaging activity of the young. Using a survey, this study examined the use of games and simulations in schools. The study was designed to shed light on the use of gaming activities in learning, perception of adoption and use, and problems encountered in teachers' attempts to adopt games. Factors related to teaching level, experience, and subject were also analyzed for possible influence on teachers' perceptions of game-related learning.