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Using Digital Prototypes in Developing for Learning Purposes Virgil-Alexandru Tănase - 2013

Informations

Support : Références scientifiques
Author(s) : Virgil-Alexandru Tănase
Editor : Master of Science in Games at the IT University Copenhagen, June 2013
Date : 2013
Lang : Lang


Description

ABSTRACT

 

In this thesis, I will research into how player motivation is achieved and how it can be a powerful factor in creating a bonding between the player and the game world and how that can be achieved in an educational title in order to stimulate learning for the player. This thesis will also present the development of a prototype and its evolution into a game based on user feedback, all to have young children learn and understand mathematics, more specifically arithmetics, much easier. It is to our modern digital situation, with technology changing our society at a lightning speed, that games themselves can play an important role in revitalising the educational system and having it shape up and be seen as a modern institution to young minds. Serious games can deliver just that, they can aid the learning process and make its users perform better. In that sense, obtaining new levels of knowledge, expertise and skills better and faster. Another challenge lies in the content that is being taught, something that can be seen in the sciences. Fields such as mathematics and physics have always been seen as abstract and that is currently seen as an obstacle in properly pursuing a scientific or engineering career. Improving abstract learning could remove this bottleneck and help educate more skilled workers for our modern societies. To this extent, developing a digital game would help in improving learning of arithmetics and help inspire the skilled workers of tomorrow.

 

References (1):

 

Djaouti D., Alvarez J., Jessel J-P., Rampnoux O., 2011, Origins of Serious Games, Published on Ludoscience.com, Retrieved 2013-05-23 

 



Keywords : Learning