dc.creator |
Olaf Hallan Graven |
|
dc.creator |
Hallstein Asheim Hansen |
|
dc.creator |
Lachlan MacKinnon |
|
dc.date |
2009-11-01T00:00:00Z |
|
dc.date.accessioned |
2015-07-20T22:11:02Z |
|
dc.date.available |
2015-07-20T22:11:02Z |
|
dc.identifier |
10.3991/ijet.v4s3.1081 |
|
dc.identifier |
1863-0383 |
|
dc.identifier |
https://doaj.org/article/e1e348f1da9d44328c4c02f6a8c02784 |
|
dc.identifier.uri |
http://evidence.thinkportal.org/handle/123456789/14105 |
|
dc.description |
We use routing in computer networks as an experiment to determine the viability of using a computer game specifically designed to incorporate abstract learning materials as part of a blended learning environment. Routing is the process of determining a data packet’s path trough a network. The students participating in the experiment play a short computer game where the word is a network modelled as a labyrinth. The conclusion we draw from the experiment is that overall the students felt that they learned just as much from this as from a traditional lecture/lab, but that they enjoyed this more. |
|
dc.language |
English |
|
dc.publisher |
kassel university press GmbH |
|
dc.relation |
http://online-journals.org/i-jet/article/view/1081 |
|
dc.relation |
https://doaj.org/toc/1863-0383 |
|
dc.rights |
CC BY |
|
dc.source |
International Journal of Emerging Technologies in Learning (iJET), Vol 4, Iss SI3, Pp 18-22 (2009) |
|
dc.subject |
blended |
|
dc.subject |
learning |
|
dc.subject |
networks |
|
dc.subject |
games |
|
dc.subject |
based |
|
dc.subject |
learning |
|
dc.subject |
Technology (General) |
|
dc.subject |
T1-995 |
|
dc.subject |
Technology |
|
dc.subject |
T |
|
dc.subject |
DOAJ:Technology (General) |
|
dc.subject |
DOAJ:Technology and Engineering |
|
dc.subject |
Theory and practice of education |
|
dc.subject |
LB5-3640 |
|
dc.subject |
Education |
|
dc.subject |
L |
|
dc.subject |
DOAJ:Education |
|
dc.subject |
DOAJ:Social Sciences |
|
dc.subject |
Technology (General) |
|
dc.subject |
T1-995 |
|
dc.subject |
Technology |
|
dc.subject |
T |
|
dc.subject |
DOAJ:Technology (General) |
|
dc.subject |
DOAJ:Technology and Engineering |
|
dc.subject |
Theory and practice of education |
|
dc.subject |
LB5-3640 |
|
dc.subject |
Education |
|
dc.subject |
L |
|
dc.subject |
DOAJ:Education |
|
dc.subject |
DOAJ:Social Sciences |
|
dc.subject |
Technology (General) |
|
dc.subject |
T1-995 |
|
dc.subject |
Technology |
|
dc.subject |
T |
|
dc.subject |
Theory and practice of education |
|
dc.subject |
LB5-3640 |
|
dc.subject |
Education |
|
dc.subject |
L |
|
dc.subject |
Technology (General) |
|
dc.subject |
T1-995 |
|
dc.subject |
Technology |
|
dc.subject |
T |
|
dc.subject |
Theory and practice of education |
|
dc.subject |
LB5-3640 |
|
dc.subject |
Education |
|
dc.subject |
L |
|
dc.subject |
Technology (General) |
|
dc.subject |
T1-995 |
|
dc.subject |
Technology |
|
dc.subject |
T |
|
dc.subject |
Theory and practice of education |
|
dc.subject |
LB5-3640 |
|
dc.subject |
Education |
|
dc.subject |
L |
|
dc.title |
A Computer Game Modelling Routing in Computer Networks as Abstract Learning Material in a Blended Learning Environment |
|
dc.type |
article |
|