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Using video games to enhance learning in digital systems

Published: 03 November 2008 Publication History

Abstract

Recent studies indicate that traditional instructional methods may not be as effective for the current and future generation of learners. Given the increasing amounts of time that students spend playing video games, educators have been looking at using games to enhance teaching and learning. Research indicates that games have the potential to improve learning. However there is lack of empirical data on their effectiveness, particularly in a formal educational setting at the college level. In this paper we present preliminary results from a pilot project to develop an educational game prototype on the subject of basic digital design, to be used in various digital systems courses at the undergraduate level. Our findings indicate that the game has the potential to improve student learning in and attitude toward digital design and electrical engineering. Further development of the game and additional studies are planned to obtain more conclusive results.

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  • (2024)LogicHouse-v1: a digital game-based learning tool for enhanced teaching of digital electronics in higher education institutionsCogent Engineering10.1080/23311916.2024.232281411:1Online publication date: 19-Mar-2024
  • (2022)A Game-Based Learning Approach in Digital Design Course to Enhance Students’ CompetencyInformation10.3390/info1304017713:4(177)Online publication date: 31-Mar-2022
  • (2019)Pedagogic ApproachesThe Cambridge Handbook of Computing Education Research10.1017/9781108654555.016(445-480)Online publication date: 15-Feb-2019
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cover image ACM Other conferences
Future Play '08: Proceedings of the 2008 Conference on Future Play: Research, Play, Share
November 2008
297 pages
ISBN:9781605582184
DOI:10.1145/1496984
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 03 November 2008

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Author Tags

  1. digital systems
  2. educational games
  3. serious games

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FuturePlay08
FuturePlay08: FuturePlay 2008 Academic Games Conference
November 3 - 5, 2008
Ontario, Toronto, Canada

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Cited By

View all
  • (2024)LogicHouse-v1: a digital game-based learning tool for enhanced teaching of digital electronics in higher education institutionsCogent Engineering10.1080/23311916.2024.232281411:1Online publication date: 19-Mar-2024
  • (2022)A Game-Based Learning Approach in Digital Design Course to Enhance Students’ CompetencyInformation10.3390/info1304017713:4(177)Online publication date: 31-Mar-2022
  • (2019)Pedagogic ApproachesThe Cambridge Handbook of Computing Education Research10.1017/9781108654555.016(445-480)Online publication date: 15-Feb-2019
  • (2019)The Cambridge Handbook of Computing Education Research10.1017/9781108654555Online publication date: 15-Feb-2019
  • (2018)Design and evaluation of a computer game for the learning of Information and Communication Technologies (ICT) concepts by physical education and sport science studentsEducation and Information Technologies10.1007/s10639-011-9179-318:3(531-554)Online publication date: 24-Dec-2018
  • (2017)Promoting elementary mathematics learning through digital gamesProceedings of the 2nd international Conference on Big Data, Cloud and Applications10.1145/3090354.3090451(1-4)Online publication date: 29-Mar-2017
  • (2017)Who’s Afraid of the Big Bad Methods? Methodological Games and Role PlayJournal of Political Science Education10.1080/15512169.2017.133113713:3(333-345)Online publication date: 12-Sep-2017
  • (2014)Effect of a Virtual Environment on the Development of Mathematical Skills in Children with DyscalculiaPLoS ONE10.1371/journal.pone.01033549:7(e103354)Online publication date: 28-Jul-2014
  • (2014)The Practicalities of Educational Games: Challenges of Taking Games into Formal Educational Settings2014 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES)10.1109/VS-Games.2014.7012170(1-8)Online publication date: Sep-2014
  • (2013)Using the Sims 3 for Narrative Construction in Secondary EducationNew Pedagogical Approaches in Game Enhanced Learning10.4018/978-1-4666-3950-8.ch010(180-213)Online publication date: 2013
  • Show More Cited By

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