By Michael Burmester, Daniela Gerhard, Frank Thissen

ISBN-10: 3866440103

ISBN-13: 9783866440104

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Extra resources for Digital Game Based Learning

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1 Basic platform In order to build the online community in a manner that would provide all the above communication and collaboration tools in a unique platform and allow efficient administration and customization by the administrator we had to decide on the basic platform to deploy and use. As many available web tools exist for implementing many of the collaboration and communication functions the fundamental issue is to unify all these in a manner that would result in a complete environment with unified lookand-feel as well as functionality.

She submits events to the calendar, takes part to the events and remains synchronized with the SIG-GLUE calendar by synchronizing her mobile device. She takes part in events of her group and post replies to the discussions. If, for any reason, she is away from a computer she is able to take part in events, discussions, brainstorming by using the features that are designed for her mobile device. In addition she uses the “library” of the community in order to upload content and she downloads any useful content acquiring knowledge and gaining experience.

Quoting Gailey (1993), Colley claims that such activity promotes learning of the programming skills necessary for particular games, thus providing transferable expertise in the types of logic and operations used by many types of software. Boys develop positive computer attitudes, Kirkman (1993) and Levine & Donitsa-Schmidt (1998) and higher levels of confidence, Brosnan (1998), Comber et al. (1997) and Todman & Dick (1993). Such exposure to ICT tools promotes a different approach to computers. Through playing games, boys learn to regard computers as toys (Gailey 1993) or as technology to be mastered and thus interact with software in a more playful and exploratory manner, (Giacquinta et al.

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Digital Game Based Learning by Michael Burmester, Daniela Gerhard, Frank Thissen


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