Gamified educational material
[email protected] created a series of highly interactive, rich multimedia educational material using game design elements in innovative ways enabling the creation of effective educational tools to support different educational methods in various educational areas. This project involves students as partners with BSc Multimedia Computing students developing the prototypes with the guidance of [email protected] experts.
The use of those prototypes with students and in different educational settings contribute to the creation of a framework for the design of educational applications to increase student motivation and satisfaction.
Series of serious game has been developed to support teaching scripting and programming languages like HTML and PHP. The material has been designed to support different educational concepts and methods and techniques.
- simulations, an educational simulations (ES) is an “imitation” of some type of reality (software, system, environment) for learning purposes. Simulations expand students’ cognitive abilities and creativity. Simulations offer two modes: “Learn” and “Try”. Three topics: HTML; interactive video; mind maps.
- Click here for a demo
- interactive book that incorporates videos, text, sound, pictures and exercises
Chapter 8 is an example of an “interview” (quiz) for users to test their knowledge. It is a multiple pathway quiz. The feedback as well as the next question is decided in relation to user's answer. [Correct answers for the first question: 2; or ;2].
A prototype serious game has been developed to support teaching the “Law of Murder”. It is a simulation of a ‘real case’ and it is available only for Law students at Westminster Law School. The scope of introducing ‘gamification’ in Law teaching is to ensure that students become familiar with Legal thinking and Legal language as soon and as efficiently as possible.
Bouki, V. & Economou, D. (2015) Using Serious Games in Higher Education: Reclaiming the Learning Time, In Workshop Proceedings of the 11th International Conference on Intelligent Environments, Prague, Czech Republic, July 2015, D. Preuveneers (Ed), Series of Ambient Intelligence and Smart Environments, Vol 19, IOS Press, DOI: 10.3233/978-1-61499-530-2-381, pp. 381 – 387.
Bouki, V., Economou, D. & Kathrani, P. (2014) “Gamification” and Legal Education: A Game Based Application for Teaching University Law Students. In Proceedings of the IMCL 2014 International Conference on Interactive Mobile Communication Technologies and Learning, November 13-14, 2014, Thessaloniki, Greece, ISBN: 978-1-4799-4743-0/14/$31.00 ©2014 IEEE, pp. 213-216.
A prototype has been created based on Renaissance Raphael's painting, ‘The School of Athens’ (1509 – 1511, Italy) aiming to introduce students to ancient Greek Philosophy and the ‘spirit of Renaissance’. The project studies different delivery approaches and experiments with the concept of the “momentum of learning”.
Tseliki, L., Economou, D., Bouki (2015) Using Mobile Learning Games for Delivery Purposes in Humanities, In Proceedings of the IMCL 2015 International Conference on Interactive Mobile Communication Technologies and Learning, November 19-20, 2015, Thessaloniki, Greece, 978-1-4673-8242-7/15/$31.00 ©2015 IEEE, pp. 239-243.