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Computer games-based learning: research and initiatives
Source ACM International Conference Proceeding Series; Vol. 349 archive
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts table of contents
Athens, Greece
SESSION: Keynote talks table of contents
Pages xviii-xviii  
Year of Publication: 2008
ISBN:978-1-60558-248-1
Author
Michael Meimaris  University of Athens, Greece
Sponsor
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
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ABSTRACT

Besides the long-ago established importance of gameplay as a privileged framework for learning and socialization, which promotes equality alongside with acceptance of differences, motivation through challenge and absence of punishment in the case or errors, modern digital games enjoy a number of additional features such as their enhanced capability to simulate real-world and everyday-life situations in a straightforward fashion, as well as their ability to attract player's engagement through augmented playability mechanisms and balanced game feedback. All these features make digital games a most promising learning tool, in both formal and informal settings and for general and special education alike.

This keynote talk will revolve around research practices and initiatives in the area of computer-based learning, conducted by the New Technologies Laboratory in Communication, Education and the Mass Media of the University of Athens. Major emphasis will be placed on the defined learning framework for a specialized formation program for primary, secondary and special education teachers supporting students with mild mental retardation (MMR) and on the research and development, along the lines of this framework, of digital games-based learning (DGBL) material for MMR students deployed and tested within the special classroom, as part of practical seminars and hands-on activities. This work is conducted in the context of the EPINOISI R&D project (http://www.media.uoa.gr/epinoisi).

The digital games-based material for MMR students currently under development within the EPINOISI project is based on game applications already available as well as developed from scratch, covering subject matter relevant to language and mathematics skills for everyday life, interpersonal relations and communication, acquaintance with adult life, selected topics from the curriculum of secondary special education, as well as digital creative activities.