The Experiment of Sweden Game and the Effect of Students Education.
Masashi KawaguchiKiyotaka AtsumiNorio BabaPublished in: KES (2012)
Keyphrases
- role play
- computer science education
- university level
- serious games
- digital games
- mobile games
- distance learning
- computing education
- higher education
- distance education
- e learning
- young students
- video games
- european higher education
- mobile learning
- deaf students
- learning games
- game development
- educational environment
- educational tools
- game based learning
- elementary school students
- information literacy
- secondary school
- junior high school
- learning experience
- educational systems
- educational institutions
- game playing
- problem based learning
- formal education
- educational games
- educational experiences
- elementary school
- lifelong learning
- online learning
- quest atlantis
- engineering education
- project based learning
- collaborative learning
- role playing
- learning outcomes
- classroom teaching
- student learning
- learning sciences
- learning activities
- undergraduate and graduate
- special education
- computer games
- hong kong
- undergraduate students
- web based learning
- teacher education
- school education
- teaching methods
- virtual world
- college students
- virtual learning environments
- virtual laboratories
- design studio
- learning platform
- educational settings
- learning achievement
- game design
- learning community
- primary school
- game play
- teacher training
- learning process
- high school
- grade level
- post secondary
- high school students
- control group
- games based learning
- learning environment
- learning styles
- intelligent tutoring systems
- learning tools
- educational technology
- science education