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What is CoMPUs

Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches
(http://compus.uom.com) is an integrated asynchronous tele-education system developed at University of Macedonia, Greece. It is an Internet based environment that offers administrative services and management of electronic courses. CoMPUs allows teachers to create and manage the lesson Web-pages in which they publish documents in various formats (Word, PDF, HTML, Video, e.t.c.), as well as public or private discussions in order to assess students exercises and inform them on the content and the development of the lessons. Students/members of CoMPUs are able to download digital educational material, study it, participate in forum discussions, solve exercises and submit them electronically. CoMPUs serves as a focal point for announcements and resources.
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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