Practical Evaluation on Serious Games in Education

Journal Title: Journal of Emerging Computer Technologies - Year 2021, Vol 1, Issue 2

Abstract

The arrival of the new learning methodologies is in response to the reality: new generations should learn in a different way. The so-called "Millennials" are looking for another kind of stimulus. Discussions for modernizing the curriculum include various solutions to retain students' attention and, in order to ensure that teachers learn how to act with a critical attitude, they will be confident and with the developed creative skills that they will need for success in the professional world in the future. Game-based learning is more than providing educational games to students, it is about changing students' access to learning and their learning approach: the goal is to enjoy the learning process itself. This paper presents a methodological tool based on an evaluation framework for integration of digital games into education (MEDGE), expanded by adding additional information from the students, MEDGE+. The evaluation framework is used on three different approaches to the educational content: robot, micro: bit and playing quiz Kahoot. MEDGE+ presents a better tool for the teachers in order to follow the student’s interest when choosing appropriate educational games in the teaching process.

Authors and Affiliations

Slavica Mileva Eftimova,Ana Madevska Bogdanova,Vladimir Trajkovik

Keywords

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  • EP ID EP706084
  • DOI -
  • Views 125
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How To Cite

Slavica Mileva Eftimova, Ana Madevska Bogdanova, Vladimir Trajkovik (2021). Practical Evaluation on Serious Games in Education. Journal of Emerging Computer Technologies, 1(2), -. https://europub.co.uk/articles/-A-706084