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“Jumping the Fence” - a computer-based educational adventure challenging children to interact with the natural environment through physical exploration and experimentation
Dissertation   Open access

“Jumping the Fence” - a computer-based educational adventure challenging children to interact with the natural environment through physical exploration and experimentation

Uwe Terton
University of the Sunshine Coast, Queensland
Doctor of Philosophy, University of the Sunshine Coast
2012
DOI:
https://doi.org/10.25907/00247
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Abstract

ADHD computer based learning computers in education game based learning situated learning game design
The subject of computer gaming and its associated benefits and problems are of interest to researchers across many different disciplines. The potential benefits of computer games in education, training and entertainment are widely appreciated, but their downside is also equally a matter of concern. Whilst computer games are mostly played for recreational purposes, or to keep the player in suspense, the frequency of game playing and the average duration of the games we now engage in often bring about unintended consequences. On the other hand, not everything about playing computer games is bad. Computer Based Learning (CBL) has great promise as an instructional tool and, whether we like it or not, proficiency with computers has become a key part of the skill set required by modern children and familiarity with interactive technologies is essential for success in contemporary society.

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