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Pregled bibliografske jedinice broj: 1127999

Use of Cloud Gaming in Education


Sužnjević, Mirko; Homen, Maja
Use of Cloud Gaming in Education // Game Design and Intelligent Interaction / Deliyannis, Ioannis (ur.).
London: IntechOpen, 2020. str. 1-12 doi:10.5772/intechopen.91341


CROSBI ID: 1127999 Za ispravke kontaktirajte CROSBI podršku putem web obrasca

Naslov
Use of Cloud Gaming in Education

Autori
Sužnjević, Mirko ; Homen, Maja

Vrsta, podvrsta i kategorija rada
Poglavlja u knjigama, znanstveni

Knjiga
Game Design and Intelligent Interaction

Urednik/ci
Deliyannis, Ioannis

Izdavač
IntechOpen

Grad
London

Godina
2020

Raspon stranica
1-12

ISBN
978-1-83880-010-9

Ključne riječi
cloud gaming, education, video games, quality of experience, optimization

Sažetak
The use of digital games in education has been the subject of research for many years and their usefulness has been confirmed by many studies and research projects. Standardized tests, such as PISA test, show that respondents achieved better reading, math and physics results if they used the computer more for gaming-related activities. It has been proven that the application of video games in education increases student motivation, improves several types of key skills—social and intellectual skills, reflexes and concentration. Nevertheless, there are several challenges associated with the application of video games in schools and they can be categorized as technical (network and end device limitations), competency (teachers’ knowledge in the area), qualitative (lack of educational games of high quality), and financial (high cost of purchasing games and equipment). The novel architecture for delivery of gaming content commonly referred to as “cloud gaming” has the potential to solve most of the present challenges of using games in education. A well-designed cloud gaming platform would enable seamless and simple usage for both students and teachers. While solving most of the present problems, cloud gaming introduces a set of new research challenges which will be discussed in this section.

Izvorni jezik
Engleski

Znanstvena područja
Informacijske i komunikacijske znanosti



POVEZANOST RADA


Ustanove:
Fakultet elektrotehnike i računarstva, Zagreb,
Učiteljski fakultet, Zagreb

Profili:

Avatar Url Maja Homen Pavlin (autor)

Avatar Url Mirko Sužnjević (autor)

Poveznice na cjeloviti tekst rada:

doi

Citiraj ovu publikaciju:

Sužnjević, Mirko; Homen, Maja
Use of Cloud Gaming in Education // Game Design and Intelligent Interaction / Deliyannis, Ioannis (ur.).
London: IntechOpen, 2020. str. 1-12 doi:10.5772/intechopen.91341
Sužnjević, M. & Homen, M. (2020) Use of Cloud Gaming in Education. U: Deliyannis, I. (ur.) Game Design and Intelligent Interaction. London, IntechOpen, str. 1-12 doi:10.5772/intechopen.91341.
@inbook{inbook, author = {Su\v{z}njevi\'{c}, Mirko and Homen, Maja}, editor = {Deliyannis, I.}, year = {2020}, pages = {1-12}, DOI = {10.5772/intechopen.91341}, keywords = {cloud gaming, education, video games, quality of experience, optimization}, doi = {10.5772/intechopen.91341}, isbn = {978-1-83880-010-9}, title = {Use of Cloud Gaming in Education}, keyword = {cloud gaming, education, video games, quality of experience, optimization}, publisher = {IntechOpen}, publisherplace = {London} }
@inbook{inbook, author = {Su\v{z}njevi\'{c}, Mirko and Homen, Maja}, editor = {Deliyannis, I.}, year = {2020}, pages = {1-12}, DOI = {10.5772/intechopen.91341}, keywords = {cloud gaming, education, video games, quality of experience, optimization}, doi = {10.5772/intechopen.91341}, isbn = {978-1-83880-010-9}, title = {Use of Cloud Gaming in Education}, keyword = {cloud gaming, education, video games, quality of experience, optimization}, publisher = {IntechOpen}, publisherplace = {London} }

Citati:





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