In the paper “The use of gaming in e-learning” the author analyzes how to align eLearning content with learner needs. The paper starts with a summary of the research and defines e-learning as effective and engaging learning anywhere at any time, developed and delivered using information technology…
Other factors such as the quality of the sound and visual features, and the element of drama in a game influence how well it is perceived by users.
One case study, that of the Monkey Wrench Conspiracy did appear to be very popular with users, and to have valuable outcomes for the company who used it. The Case study answered a number of key questions about e-Learning:
• Will gaming prove to have more interactivity than the normal e-learning provided by organizations?
The company had experienced some difficulty in training staff in the use of design software, and this e-Learning program succeeded in persuading staff to solve little interactive puzzles in an imaginary aliens-in-space scenario. The game was loosely linked which means that tasks were set to be completed outside the framework of the game. The challenge of solving the problems did not affect game progress in a direct way, but the game did provide a goal setting and framing structure, with an entertaining narrative, that encouraged users to follow through to the end.
• Will gaming be more cost effective than other methods?
In this case study the game program was free to use, since it had a marketing as well as a training function. The cost of running it was therefore small, but on the other hand the cost of monitoring the results was rather higher, since there was no way of measuring how well users completed the task unless this happened in a separate context outside the game. ...
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In the paper I will argue that the article presents an intriguing, but yet problematic piece of research. I will show that implementing elements from video gaming can create a digital elearning divide which may cause some elearners to completely deny the quality and effectivity of any online courses.
Finally, it focuses on James Gee’s (2003) "What video games have to teach us about learning and literacy," and examines it in light of what the state of the art have to say on the subject. They are considered as the issues discussed.
A diverse range of organisations are appraising and integrating e-learning in their training and learning strategies, with corporate organisations in the finance and technology sectors setting the trend. According to a leading market study, 87% of surveyed organisations possess an intranet, and 28% of these organisations presently use it to deliver training, although this is anticipated to increase to 54% in the next three years.
The expression e-learning encompasses a lot above online learning, virtual learning, distributed learning, networked or web-based learning. E-learning includes all learning actions that are accomplished by individuals
m that this assignment is my own work, is not copied from any other persons work (published or unpublished), and that it has not previously been submitted for assessment on any other course. I have read and understand the definitions of plagiarism and academic dishonesty from
lusion of collaboration, computer mediation, and distance education has problematized the very notion of learning and called into question existing assumptions about how to study or learn it. Collaborative learning has an intricate relationship to established fields, evolves in
The author states that marketing global violence in the global games industry has been noticed to be very threatening. Since, various researches reveal that violence in video games has reflected a deep impact on kids and youngsters therefore this paper aims to research into the topic. The major target for violent video games are kids and teenagers.
A friendly and well-designed e-learning interface is, therefore, desirable to enhance the effectiveness of e-learning. Learning preferences and styles are the ways of enhancing the quality of the e-learning experience,
12 Pages(3000 words)Essay
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