TY - GEN
T1 - Framework for bloom's knowledge placement in computer games
AU - Wang, Cheng Su
AU - Tzeng, Yeu Ruey
PY - 2007
Y1 - 2007
N2 - 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.
AB - 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.
UR - https://www.scopus.com/pages/publications/34547663410
U2 - 10.1109/DIGITEL.2007.25
DO - 10.1109/DIGITEL.2007.25
M3 - ???researchoutput.researchoutputtypes.contributiontobookanthology.conference???
AN - SCOPUS:34547663410
SN - 0769528015
SN - 9780769528014
T3 - Proceedings - DIGITEL 2007: First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning
SP - 159
EP - 163
BT - Proceedings - DIGITEL 2007
T2 - DIGITEL 2007: 1st IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning
Y2 - 26 March 2007 through 28 March 2007
ER -