Using games and simulations for supporting learning
By Sara de Freitas. 2006
365 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Developmental and Educational Psychology
View Paper: https://www.semanticscholar.org/paper/7f5eaefa643e4e6fc2b0ce5bdeac4b56c7ce555d
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Artificial Intelligence
In Developmental and Educational Psychology
Citations in the corpus
- Learning By Doing: The Long-Term Impact of Experiential Learning Programs on Student Success (2018, background): “Active learning teaching methods are often considered to be more effective than traditional lectures in developing problem-solving skills and the application of knowledge to other situations (De Freitas 2006; Shellman 2001; Smith and Boyer 1996).”
- The use of 'exploratory learning' for supporting immersive learning in virtual environments (2009, background): “…based upon a categorisation of e-learning models, theories and approaches (Greeno et al. 1996), three main descriptor categories for learning approaches emerged as: associative, cognitive and situative, these have been considered elsewhere as a ‘cycle’ of learning (Mayes and de Freitas, 2007).”
- Investigating the Effect of 3D Simulation Based Learning on the Motivation and Performance of Engineering Students (2010, background): “…these, computer simulations have been used in a wide range of contexts, such as in supporting differentiated learning (customizing learning for students of diverse abilities), collaborative learning (learning in groups), and skill needs learning (learning for skills mastery) (de Freitas, 2006).”
- Serious games (2016, background): “Besides being used for entertainment purposes, game s re also used in a wide variety of areas, in several aspects of common life, like E ducation [14-17], Project Management [7, 18], Weather Forecast [3], Military [3, 18], Healthcare [19], Virtual Reality [14], Archeology [9], Simulators [20], amon ”
- The good, the bad and the wiki: Evaluating student-generated content for collaborative learning (2008, background): “Virtual worlds such as Second Life, social tagging systems including Del.icio.us, and massively multiplayer online role-playing games will all contribute toward rich and dynamic collaborative experiences in education (Boulos & Wheeler, 2007; de Freitas, 2006 ).”