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fbtwitterlinkedinvimeoflicker grey 14rssslideshare1
Bouki, V.; Economou, D.
Publisher: IOS Press
Languages: English
Types: Unknown
Subjects: UOWSAT

Classified by OpenAIRE into

ACM Ref: ComputingMilieux_PERSONALCOMPUTING
Today's technology provides learners with full control of when, where and how they will access the learning material. Although the advantages are apparent , there are also some “side-effects”. One of them is that the “learning time” is not explicitly defined anymore. It is the design of the learning application that should consider for this, reclaim the learning time and create the necessary conditions for the “learning momentum”. The aim of this paper is to present a serious game that has been created for Law students at the University of Westminster, London, and to discuss the cognitive processes it activates. Serious games aim to teach students, using techniques from the game industry. Gamified elements are used alongside educational theories. The game presented here is a simulation of a tutorial that teaches the “Law of murder”. Students are presented with a case, they are asked to apply the law and decide if this is a murder or not. During the game the main principle of “learning by doing” is applied. One of the objectives of the game is to make students to focus on the topic and make the best use of the “learning momentum”.
  • The results below are discovered through our pilot algorithms. Let us know how we are doing!

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