Heuristics for designing enjoyable user interfaces: Lessons from computer games
CHI '82 Proceedings of the 1982 Conference on Human Factors in Computing Systems
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Replaying history: learning world history through playing "civilization iii"
Replaying history: learning world history through playing "civilization iii"
Mindstorms: children, computers, and powerful ideas
Mindstorms: children, computers, and powerful ideas
Digital Game-Based Learning
Designing an educational game: case study of 'Europe 2045'
Transactions on edutainment I
Developing a digital game-based situated learning system for ocean ecology
Transactions on edutainment I
A survey of serious games on sustainable development
Proceedings of the Winter Simulation Conference
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This paper focuses on the use of a commercial game, [COTS (Commercial off-the-shelf games for learning)], as a main motivating and educational tool, to make kids of 11 years old aware of the relationship, between every day actions and activities with emissions. It also intends to prove that, with the use of the game, a satisfactory level of modified behaviour towards the concept of sustainability is achieved by changing attitudes and taking actions. Furthermore, it intends to introduce a method, which is related to the efficient implementation of COTS, in primary school, educational projects.