Simulation and Gaming - Symposium: Video games: Issues in research and learning, part 2
Serious video game effectiveness
Proceedings of the international conference on Advances in computer entertainment technology
Speech Emotion Recognition in E-learning System Based on Affective Computing
ICNC '07 Proceedings of the Third International Conference on Natural Computation - Volume 05
Computers in Human Behavior
Measuring and defining the experience of immersion in games
International Journal of Human-Computer Studies
Implementing emotion-based user-aware e-learning
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Emotion Measurement in Intelligent Tutoring Systems: What, When and How to Measure
INCOS '11 Proceedings of the 2011 Third International Conference on Intelligent Networking and Collaborative Systems
Review: Engagement in digital entertainment games: A systematic review
Computers in Human Behavior
Integrating Domain Experts in Educational Game Authoring: A Case Study
DIGITEL '12 Proceedings of the 2012 IEEE Fourth International Conference On Digital Game And Intelligent Toy Enhanced Learning
Extracting Emotions from Texts in E-Learning Environments
CISIS '12 Proceedings of the 2012 Sixth International Conference on Complex, Intelligent, and Software Intensive Systems (CISIS)
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The use of new technical tools as a mean to increase the motivation and improve the education of students is an intriguing and pressing issue. Specifically, great interest has been shown in the use of videogames since they constitute a common leisure-time activity of many young students, a circumstance that shows their motivational, if not their educational, potential. In this paper we suggest that the design of videogames can be a very effective activity. To demonstrate this, we have used game design as a test-bed for an experience involving Computer Science and History students: interdisciplinary teams have cooperated in the design of a video-game on an historical theme. The experience has been repeated along three academic years. The students' motivation has been evaluated in the last 2years, demonstrating that it is higher when they use the interdisciplinary design of videogames as a way of learning instead of traditional learning methods.