Scientific Papers
ISSI Research PapersPaper information
Title
Active Creation of Digital Games as Learning Tools
Active Creation of Digital Games as Learning Tools
Published in
Digital Systems for Open Access to Formal and Informal Learning, Sampson, D.G., Ifenthaler, D., Spector, J.M., Isaias, P. (Eds.), Springer - 2014
Digital Systems for Open Access to Formal and Informal Learning, Sampson, D.G., Ifenthaler, D., Spector, J.M., Isaias, P. (Eds.), Springer - 2014
Abstract
Digital media and software have been used in supporting learning. Activities based on games should place the emphasis on the phase of creating artifacts for the game world, not on just playing or consuming contents. This chapter briefly reviews a number of outstanding efforts on providing advanced systems for the creation of digital games or simulations by children or young users, and analyzes their characteristics in terms of technology and the creation degree offered in both authorship and play processes.
Digital media and software have been used in supporting learning. Activities based on games should place the emphasis on the phase of creating artifacts for the game world, not on just playing or consuming contents. This chapter briefly reviews a number of outstanding efforts on providing advanced systems for the creation of digital games or simulations by children or young users, and analyzes their characteristics in terms of technology and the creation degree offered in both authorship and play processes.
BibTeX
@misc{issi_web:id:445, title = "Active Creation of Digital Games as Learning Tools", author = "Alejandro Catalá Bolós and Fernando García Sanjuan and Patricia Pons Tomás and Javier Jaén Martínez", booktitle = "Digital Systems for Open Access to Formal and Informal Learning, Sampson, D.G., Ifenthaler, D., Spector, J.M., Isaias, P. (Eds.), Springer", year = "2014", eprint = "http://issi.dsic.upv.es/publications/archives/", url = "http://link.springer.com/chapter/10.1007/978-3-319-02264-2_17", abstract = "Digital media and software have been used in supporting learning. Activities based on games should place the emphasis on the phase of creating artifacts for the game world, not on just playing or consuming contents. This chapter briefly reviews a number of outstanding efforts on providing advanced systems for the creation of digital games or simulations by children or young users, and analyzes their characteristics in terms of technology and the creation degree offered in both authorship and play processes." }