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Framework for Bloom?s Knowledge Placement in Computer Games
Jhongli, Taiwan March 26-March 28
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/DIGITEL.2007.25The First IEEE International Workshop ...
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Cheng-Su Wang, National Cheng-Chi University
Yeu-Ruey Tzeng, National Cheng-Chi University
Computer games are an excellent e-learning platform for constructing student cognizance. The integrations of computer game and e-learning are a common and popular trend. However, most of these integrations focus on the transfer of knowledge (the e-learning content) as a "game-like" content based within a computer game. This is ineffective and meaningless due to the fact that students should be learning knowledge via the cognizance process. Computer games are merely a platform, a channel, and a tool. We should address and focus on the cognizance process. Computer games are an experience-based media which feasibly constructs player (student) knowledge through game playing. Thus, based on the problem solving theory, we proposed a framework which intends to replicate the revised bloom?s cognitive processes in a computer game. Our depicted scenario is a computer game named Food Force, which will illustrate our proposed framework.
Citation:
Cheng-Su Wang, Yeu-Ruey Tzeng, "Framework for Bloom?s Knowledge Placement in Computer Games," digitel, pp.159-166, The First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL'07), 2007
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