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What is Educational Games Central (EGC)

Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches
Designed as a virtual meeting-place for those interested in using games for educational purposes. Teachers can either create a new game from scratch or choose among available predefined games (http://www.savie.qc.ca/carrefourjeux2). The design environment is a teaching tool endowed with a structure that generates learning activities, promotes the use of various strategies and involves conflict. Also, apart from a set of rules that governs players’ movements, there are criteria which allow players to end the game by declaring a winner. At the moment, there are six user-friendly generic shells (Snakes and Ladders, Tic Tac Toe, Trivia, Mother Goose Game and Concentration, Parcheesi) and they were developed for the on-line modification of the learning content.
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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