The paper addresses the disconnected students experience between evaluating their own writing and traditional evaluation methods, despite effective discussion and analysis in the classroom, especially, wide when stude...The paper addresses the disconnected students experience between evaluating their own writing and traditional evaluation methods, despite effective discussion and analysis in the classroom, especially, wide when students' reading skills are limited. The paper considers the application of flipping students' intense interest and intimate comprehension of video gaming into a lens for evaluating their writing. The sophisticated storylines in some literacy-laden video games rivet students' attention in higher order applications while the intricate plots and characters mirror those literary elements taught in print media. Garner comprehension is demandingly complex; transferring literary elements from the game storyline to their writing provides the comprehension carry-over for effective self-evaluation. They can "see" as a metaphor, those parallel concepts from screen to print, from playing strengths to reading and writing, for them, literary qualities become more transparent, and thus more accessible.展开更多
This work presents the authors' experience in the field of mobile technologies, from which several initiatives have emerged. As result of this, a games-based framework for learning has been developed in these last ye...This work presents the authors' experience in the field of mobile technologies, from which several initiatives have emerged. As result of this, a games-based framework for learning has been developed in these last years. This framework is composed by a competition called Mobigame, which has as main aim to stimulate the participation of the students. By participating in this competition participants learn to develop for mobile devices. A game to practice Japanese is also presented in this article, which was presented in the above mentioned competition. This game has been developed for mobile phones or PDAs (Personal Digital Assistants) based on the JME (Java Mobile Edition) technology. Finally, another initiative is also presented: A free download platform of digital contents for mobile devices based on info-educational games.展开更多
文摘The paper addresses the disconnected students experience between evaluating their own writing and traditional evaluation methods, despite effective discussion and analysis in the classroom, especially, wide when students' reading skills are limited. The paper considers the application of flipping students' intense interest and intimate comprehension of video gaming into a lens for evaluating their writing. The sophisticated storylines in some literacy-laden video games rivet students' attention in higher order applications while the intricate plots and characters mirror those literary elements taught in print media. Garner comprehension is demandingly complex; transferring literary elements from the game storyline to their writing provides the comprehension carry-over for effective self-evaluation. They can "see" as a metaphor, those parallel concepts from screen to print, from playing strengths to reading and writing, for them, literary qualities become more transparent, and thus more accessible.
文摘This work presents the authors' experience in the field of mobile technologies, from which several initiatives have emerged. As result of this, a games-based framework for learning has been developed in these last years. This framework is composed by a competition called Mobigame, which has as main aim to stimulate the participation of the students. By participating in this competition participants learn to develop for mobile devices. A game to practice Japanese is also presented in this article, which was presented in the above mentioned competition. This game has been developed for mobile phones or PDAs (Personal Digital Assistants) based on the JME (Java Mobile Edition) technology. Finally, another initiative is also presented: A free download platform of digital contents for mobile devices based on info-educational games.