• DocumentCode
    2299828
  • Title

    Framework for Bloom´s Knowledge Placement in Computer Games

  • Author

    Cheng-Su Wang ; Yeu-Ruey Tzeng

  • Author_Institution
    Dept. of Manage. Inf. Syst., National Cheng-Chi Univ., Taiwan
  • fYear
    2007
  • fDate
    26-28 March 2007
  • Firstpage
    159
  • Lastpage
    166
  • Abstract
    Computer games are an excellent e-learning platform for constructing student cognizance. The integrations of computer game and e-learning are a common and popular trend. However, most of these integrations focus on the transfer of knowledge (the e-learning content) as a "game-like" content based within a computer game. This is ineffective and meaningless due to the fact that students should be learning knowledge via the cognizance process. Computer games are merely a platform, a channel, and a tool. We should address and focus on the cognizance process. Computer games are an experience-based media which feasibly constructs player (student) knowledge through game playing. Thus, based on the problem solving theory, we proposed a framework which intends to replicate the revised Bloom\´s cognitive processes in a computer game. Our depicted scenario is a computer game named Food Force, which illustrates our proposed framework.
  • Keywords
    computer aided instruction; computer games; knowledge based systems; Bloom´s knowledge placement; Food Force; cognitive process; computer games; e-learning content; e-learning platform; experience-based media; game playing; knowledge transfer; problem solving theory; student cognizance; Electronic learning; Game theory; Problem-solving;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Digital Game and Intelligent Toy Enhanced Learning, 2007. DIGITEL '07. The First IEEE International Workshop on
  • Conference_Location
    Jhongli City
  • Print_ISBN
    0-7695-2801-5
  • Type

    conf

  • DOI
    10.1109/DIGITEL.2007.25
  • Filename
    4148848