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Framework for bloom's knowledge placement in computer games

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

2 Scopus citations

Abstract

Computer games are an excellent e-learning platform for constructing student cognizance. The integrations of computer game and e-learning are a common and popular trend. However, most of these integrations focus on the transfer of knowledge (the e-learning content) as a "game-like" content based within a computer game. This is ineffective and meaningless due to the fact that students should be learning knowledge via the cognizance process. Computer games are merely a platform, a channel, and a tool. We should address and focus on the cognizance process. Computer games are an experience-based media which feasibly constructs player (student) knowledge through game playing. Thus, based on the problem solving theory, we proposed a framework which intends to replicate the revised bloom's cognitive processes in a computer game. Our depicted scenario is a computer game named Food Force, which will illustrate our proposed framework.

Original languageEnglish
Title of host publicationProceedings - DIGITEL 2007
Subtitle of host publicationFirst IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning
Pages159-163
Number of pages5
DOIs
StatePublished - 2007
EventDIGITEL 2007: 1st IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning - Jhongli City, Taiwan
Duration: 26 Mar 200728 Mar 2007

Publication series

NameProceedings - DIGITEL 2007: First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning

Conference

ConferenceDIGITEL 2007: 1st IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning
Country/TerritoryTaiwan
CityJhongli City
Period26/03/0728/03/07

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