The importance of computing education is well known across different fields from STEM to Computer Science, from Humanities to Social Science. Educating the younger generation to 21st century skills is advocated by many international organizations since these skills can be used across several disciplines. Shifting from educating students to be user of a software tool to be designer of customization of existing tool to their needs or even creators of software artifacts designed around specific needs is deemed the major challenge that educators are facing. This paper describes an educational game that by using modern and appealing technologies such as smartphones and mobile devices presents a game that interleaves ludic and educational aspects. The paper describes the main design goals of an educational game as well as the educational design of the learning path centered around a set of topics organized in different levels. The levels are designed in accordance with the Bloom taxonomy and each level has different stages with increasing grade of difficulties.

The design of an educational game for mobile devices / Giordano D; Maiorana F. - 260(2014), pp. 221-228. ((Intervento presentato al convegno Advanced Technologies, Embedded and Multimedia for Human-Centric Computing, HumanCom and EMC 2013 nel 23-25 August, 2013.

The design of an educational game for mobile devices

GIORDANO, Daniela;
2014

Abstract

The importance of computing education is well known across different fields from STEM to Computer Science, from Humanities to Social Science. Educating the younger generation to 21st century skills is advocated by many international organizations since these skills can be used across several disciplines. Shifting from educating students to be user of a software tool to be designer of customization of existing tool to their needs or even creators of software artifacts designed around specific needs is deemed the major challenge that educators are facing. This paper describes an educational game that by using modern and appealing technologies such as smartphones and mobile devices presents a game that interleaves ludic and educational aspects. The paper describes the main design goals of an educational game as well as the educational design of the learning path centered around a set of topics organized in different levels. The levels are designed in accordance with the Bloom taxonomy and each level has different stages with increasing grade of difficulties.
978-94-007-7261-8
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Utilizza questo identificativo per citare o creare un link a questo documento: http://hdl.handle.net/20.500.11769/96705
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