Folk may learning system based on word games

被引:0
|
作者
Bae, Y
Choe, H
Lee, T
Kim, T
机构
来源
IEEE INTERNATIONAL CONFERENCE ON ADVANCED LEARNING TECHNOLOGIES, PROCEEDINGS | 2004年
关键词
D O I
暂无
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
A word program is educationally valuable just with its functions of practicing the keyboards and typing, but if it additionally provides different types of games, its educational effect will be enhanced further. The present system purposed to provide indirect experiences in disappearing folk plays through word games. Using the system developed in this study, users can improve their ability to type, the basic purpose of word programs, and indirectly experience folk plays. It is possible to explore the educational use of games through the system. As the word program is not just a program for typing practice but includes other educational areas, student study the areas while playing word games. What is more, students may learn the rules and concepts of folk plays naturally while playing typing games, the rules of which are similar to those of folk plays. Besides, playing word games, children who are absorbed in computer games may become familiar with and interested in folk plays. Furthermore, children can make friends with different types of people while playing word games.
引用
收藏
页码:882 / 883
页数:2
相关论文
共 50 条
  • [41] Folk Games among Children.
    Hoffer, W.
    IMAGO, 1933, 19 (02): : 277 - 277
  • [42] ORGANIZATION OF FOLK ATHLETIC GAMES IN THRACE
    Albanidis, Evangelos
    Goulimaris, Dimitrios
    Serbezis, Vasileios
    FOLKLORE-ELECTRONIC JOURNAL OF FOLKLORE, 2008, (40) : 87 - 100
  • [43] A FOLK THEOREM FOR DYNAMIC-GAMES
    GAITSGORY, V
    NITZAN, S
    JOURNAL OF MATHEMATICAL ECONOMICS, 1994, 23 (02) : 167 - 178
  • [44] Learning Games Factory: Construction of Learning Games Using a Component-Based Approach
    Bisognin, Luca
    Carron, Thibault
    Marty, Jean-Charles
    PROCEEDINGS OF THE 4TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING, 2010, : 19 - 30
  • [45] The Econocity: a learning experience based games
    Herrera, Freddy
    Pasten, Paul
    REVISTA GESTION DE LAS PERSONAS Y TECNOLOGIA, 2016, 9 (25): : 20 - 31
  • [46] Transforming Classic Learning Games with the Use of AR: The Case of the Word Hangman Game
    Logothetis, Ilias
    Papadourakis, George
    Katsaris, Iraklis
    Katsios, Konstantinos
    Vidakis, Nikolas
    LEARNING AND COLLABORATION TECHNOLOGIES: GAMES AND VIRTUAL ENVIRONMENTS FOR LEARNING, LCT 2021, PT II, 2021, 12785 : 47 - 64
  • [47] Learning While Playing: A Randomized Trial of Serious Games as a Tool for Word Mastery
    McGregor, Karla K.
    Marshall, Brooke A.
    Julian, Samantha K.
    Oleson, Jacob
    LANGUAGE SPEECH AND HEARING SERVICES IN SCHOOLS, 2019, 50 (04) : 596 - 608
  • [48] USE OF GAMES FOR LEARNING AUTOMATED SYSTEM INTEGRATION
    Hsieh, Sheng-Jen Tony
    Deotale, Punit
    2012 ASEE ANNUAL CONFERENCE, 2012,
  • [49] Playthings in Early Modernity: Party Games, Word Games, Mind Games
    不详
    SPECULUM-A JOURNAL OF MEDIEVAL STUDIES, 2017, 92 (04): : 1273 - 1274
  • [50] Playthings in Early Modernity - Party Games, Word Games, Mind Games
    Verberckmoes, Johan
    VOLKSKUNDE, 2019, 120 (02): : 291 - 294