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What is Life Cycle of the TTM

Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches
The educational intervention integrated by educational game contains three phases: Preparatory (which lasts 2 weeks, organized by instructors-advisors, and aims at students’ and instructors’ preparation in activity content and their familiarization with the tools that they will use, implementation (which lasts 1½ - 2 hours and aims at student support in active participation, communication, collaboration, playing for learning in a common place of action and interaction from distance) and evaluation phase (which lasts 3 weeks and it is implemented by tutors, the instructors-advisors). The aim of this phase is twofold: (a) the evaluation of the whole educational intervention through observation and (b) the analysis of the events appearing during implementation. Evaluation is supported by recordings, questionnaires and tutors’ observation papers.
Published in Chapter:
Integration of Educational Games in Synchronous Virtual Classroom: A Case Study
Eleni Rossiou (University of Macedonia, Greece)
DOI: 10.4018/978-1-60960-495-0.ch037
Abstract
Higher Education could be seen as an ideal field for the development and wide use of modern technologies and pedagogical methods of cooperative and Web-based education. Many students today are digital natives and thus game-based learning is becoming increasingly popular and highly motivating because of their ability to use computers effectively. The aim of this chapter is to describe the integration of an educational multiplayer game in the context of a synchronous virtual classroom. In particular, what follows is the proposed design and implementation of an instructive intervention whereby many different technological tools are combined simultaneously (LMS, synchronous virtual classroom, and a Web-based Educational Game) in order to support the educational process of the course “Algorithm with C” in the Department of Applied Informatics of University of Macedonia, Thessaloniki, Greece. Furthermore, there is a presentation of the pedagogical and technological framework of the educational proposal that combines methods and techniques of network supported learning and places great emphasis on learning by playing.
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