Purpose: Based on our experience of designing and testing a computer-based game for teaching undergraduate students information literacy (IL) concepts and skills, this paper summarizes the basic strategies for stri...Purpose: Based on our experience of designing and testing a computer-based game for teaching undergraduate students information literacy (IL) concepts and skills, this paper summarizes the basic strategies for striking a balance between education and entertainment for the designers of quality IL games. Design/methodology/approach: The project team recruited 10 college students to play the game and post-game group interviews revealed problems and optimization priorities. The optimized game was tested among 50 college students. Based on a comparison of testing results of the two versions of the game, basic strategies for designing quality 1L games were summarized. Findings: The following 5 basic strategies can effectively promote combination of education and entertainment: l) using adventure games to enhance gaming experience, 2) plotting an intriguing story to attract players, 3) motivating players to engage in game play with game components such as challenge, curiosity, fantasy and control, 4) presenting learning materials through game props, and 5) assigning players tasks to be completed with subject knowledge. Research limitations: The 5 basic strategies have been tested only in the development process of one game, and the book classification knowledge in the mini-game is limited to the 22 major categories of the Chinese Library Classification. Practical implications: University libraries may refer to our experience to design and utilize educational games to promote the IL education for college students. Originality value: Few empirical studies tested and summarized strategies for combining learning and fun in the design of IL games for university students. The 5 strategies, which are summarized in the process of design and optimization of the mini-game book classification, are valuable for other designers of IL games.展开更多
Teaching science through computer games,simulations,and artificial intelligence(AI)is an increasingly active research field.To this end,we conducted a systematic literature review on serious games for science educatio...Teaching science through computer games,simulations,and artificial intelligence(AI)is an increasingly active research field.To this end,we conducted a systematic literature review on serious games for science education to reveal research trends and patterns.We discussed the role of virtual reality(VR),AI,and augmented reality(AR)games in teaching science subjects like physics.Specifically,we covered the research spanning between 2011 and 2021,investigated country-wise concentration and most common evaluation methods,and discussed the positive and negative aspects of serious games in science education in particular and attitudes towards the use of serious games in education in general.展开更多
The article describes funding models in Germany,France,UK and in Poland.The second part of the article concentrates on entrepreneurial implications and the context.At the end of the article of financing path is descri...The article describes funding models in Germany,France,UK and in Poland.The second part of the article concentrates on entrepreneurial implications and the context.At the end of the article of financing path is described including public funding opportunities in Europe from a game developers’perspective.展开更多
XuetangX, the leading Chinese Massive Open Online Courses (MOOCs) platform created by Beijing-based Tsinghua University, has broken new ground yet again. After having reached more than 7 million users worldwide in M...XuetangX, the leading Chinese Massive Open Online Courses (MOOCs) platform created by Beijing-based Tsinghua University, has broken new ground yet again. After having reached more than 7 million users worldwide in May, XuetangX has now become the first Chinese MOOC platform to offer its online education services in Africa.展开更多
基金supported by the National Social Science Foundation of China (Grant No.: 13BTQ024) the Foundation for Humanities and Social Sciences of the Chinese Ministry of Education (Grant No.: 12YJAZH155)
文摘Purpose: Based on our experience of designing and testing a computer-based game for teaching undergraduate students information literacy (IL) concepts and skills, this paper summarizes the basic strategies for striking a balance between education and entertainment for the designers of quality IL games. Design/methodology/approach: The project team recruited 10 college students to play the game and post-game group interviews revealed problems and optimization priorities. The optimized game was tested among 50 college students. Based on a comparison of testing results of the two versions of the game, basic strategies for designing quality 1L games were summarized. Findings: The following 5 basic strategies can effectively promote combination of education and entertainment: l) using adventure games to enhance gaming experience, 2) plotting an intriguing story to attract players, 3) motivating players to engage in game play with game components such as challenge, curiosity, fantasy and control, 4) presenting learning materials through game props, and 5) assigning players tasks to be completed with subject knowledge. Research limitations: The 5 basic strategies have been tested only in the development process of one game, and the book classification knowledge in the mini-game is limited to the 22 major categories of the Chinese Library Classification. Practical implications: University libraries may refer to our experience to design and utilize educational games to promote the IL education for college students. Originality value: Few empirical studies tested and summarized strategies for combining learning and fun in the design of IL games for university students. The 5 strategies, which are summarized in the process of design and optimization of the mini-game book classification, are valuable for other designers of IL games.
文摘Teaching science through computer games,simulations,and artificial intelligence(AI)is an increasingly active research field.To this end,we conducted a systematic literature review on serious games for science education to reveal research trends and patterns.We discussed the role of virtual reality(VR),AI,and augmented reality(AR)games in teaching science subjects like physics.Specifically,we covered the research spanning between 2011 and 2021,investigated country-wise concentration and most common evaluation methods,and discussed the positive and negative aspects of serious games in science education in particular and attitudes towards the use of serious games in education in general.
文摘The article describes funding models in Germany,France,UK and in Poland.The second part of the article concentrates on entrepreneurial implications and the context.At the end of the article of financing path is described including public funding opportunities in Europe from a game developers’perspective.
文摘XuetangX, the leading Chinese Massive Open Online Courses (MOOCs) platform created by Beijing-based Tsinghua University, has broken new ground yet again. After having reached more than 7 million users worldwide in May, XuetangX has now become the first Chinese MOOC platform to offer its online education services in Africa.