Pregled bibliografske jedinice broj: 1128124
Enabling Video Games in Education Through Cloud Gaming
Enabling Video Games in Education Through Cloud Gaming // Suvremene teme u odgoju i obrazovanju – STOO 2019 / Dumančić, Mario (ur.).
Zagreb, 2019. str. 1-9 (predavanje, međunarodna recenzija, cjeloviti rad (in extenso), znanstveni)
CROSBI ID: 1128124 Za ispravke kontaktirajte CROSBI podršku putem web obrasca
Naslov
Enabling Video Games in Education Through Cloud
Gaming
Autori
Homen, Maja ; Sužnjević, Mirko
Vrsta, podvrsta i kategorija rada
Radovi u zbornicima skupova, cjeloviti rad (in extenso), znanstveni
Izvornik
Suvremene teme u odgoju i obrazovanju – STOO 2019
/ Dumančić, Mario - Zagreb, 2019, 1-9
ISBN
978-953-8115-69-1
Skup
Međunarodna znanstvena i umjetnička konferencija Suvremene teme u odgoju i obrazovanju – STOO 2019
Mjesto i datum
Zagreb, Hrvatska, 15.11.2019. - 17.11.2019
Vrsta sudjelovanja
Predavanje
Vrsta recenzije
Međunarodna recenzija
Ključne riječi
cloud gaming ; education ; video games ; quality of experience ; optimizations
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. In cloud gaming, the game is completely stored and played on a server located on a cloud with a high-definition video sent to the client, and user commands sent to the server. 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 paper. These challenges include Quality of Experience based optimization for video coding based on network constraints, simplification of procedures for usage of the platform for students and teachers, and methodology for content adaptation and creation. This paper presents a roadmap of research which needs to be conducted in order to develop a cloud gaming system which can be used in education.
Izvorni jezik
Engleski
Znanstvena područja
Informacijske i komunikacijske znanosti, Obrazovne znanosti (psihologija odgoja i obrazovanja, sociologija obrazovanja, politologija obrazovanja, ekonomika obrazovanja, antropologija obrazovanja, neuroznanost i rano učenje, pedagoške discipline)
POVEZANOST RADA
Ustanove:
Fakultet elektrotehnike i računarstva, Zagreb,
Učiteljski fakultet, Zagreb