LOCAL LITERATURE DOCX

Title LOCAL LITERATURE
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Summary

LOCAL LITERATURE According to the study of "Mixed Up E-games", (Michael Detablan., et. al, ACLC Taguig October 2013) the project has different categories: different shapes, math games, colouring games, typing games and more. By creating various games that are fun yet educational, kids can ...


Description

LOCAL LITERATURE According to the study of "Mixed Up E-games", (Michael Detablan., et. al, ACLC Taguig October 2013) the project has different categories: different shapes, math games, colouring games, typing games and more. By creating various games that are fun yet educational, kids can learn skills like problem-solving and boosting creativity so they'll have advance learning before they go to school. Parents also benefit from it since they don't have to persuade their children to learn new things. By letting the kids play educational games, they will be able to acquire new skills or improve what they already have. According to the article "The gamification of education Why playing is the future of learning" by Michael Logarta (June 11, 2014), students can benefit more in gamification of education rather than using traditional way of educating students. Gamification means using game mechanics to make teaching more interesting, motivating, casual and fun for students. So instead of restricting them from playing games, why not use certain games that can increase their knowledge, memorization and skills. Also, if lessons are given in a game-like manner, students would tend to remember it more than lectures that are stated in a news-like manner. According to the article "Mobile Game Influence Learning" by Bringula, R. P., Cabrera, E., Calmerin, P. B., Lao, E. A., Sembrano, C. G., Guia, A. D., and Abad, L. P. (2018). In Encyclopedia of Information Science and Technology, Fourth Edition (pp. 2466-2476). IGI Global. This one-group pretest-posttest experimental design study presented the effects of mobile game on students' disaster response learning. It also determined which of the usability features of the game might influence learning of students. Ninety-eight students utilized the game for three consecutive days (i.e., the intervention period). It was shown students learn significantly in terms of responding to fire, flood, tsunami, and volcanic eruption but not on storm and earthquake situations. The game did not contribute significantly to the knowledge of the students on storms since students are already attuned to storms. Students did not achieve a significant learning gains in earthquake test items because earthquake drills were conducted in local, institutional, and national levels before the study was initiated. Aesthetics was the only usability design factor that can influence learning. Thus, the null hypothesis stating that the usability design factors do not influence students learning was partially rejected. Recommendations were also offered. According to the article "Migration and evaluation of a framework for developing embodied cognition learning games" by Casano, J., Tee, H., Agapito, J., Arroyo, I., & Rodrigo, M. M. T. (2016, December).. In Proceedings of the 3rd Asia-Europe Symposium on Simulation & Serious Gaming(pp. 199-203). ACM A theory of cognition called embodied cognition believes that the development of thinking skills is distributed among mind, senses and the environment. Research into this field has resulted into the development of applications in different areas including Mathematics. This paper reports one part of a larger series of studies on the design and implementation of embodied cognition of Mathematics educational systems. We describe the migration and evaluation of a game called "Estimate It", a wearables-based game for teaching measurement estimation and geometry. Teachers and students were invited to evaluate the game. The students found it to be generally fun and expressed their concerns with the game's usability in the smartwatch as a point of improvement. The teachers noted that the game's collaborative nature, its hands-on way of teaching estimation, and the incorporation of technology were seen...


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