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Part of the book series: Communications in Computer and Information Science ((CCIS,volume 49))

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Abstract

Today students have grown up using devices like computers, mobile phones, and video consoles for almost any activity; from studies and work to entertainment or communication. Motivating them with traditional teaching methods such as lectures and written materials becomes more difficult daily. That is why digital games are becoming more and more considered to have a promising role in education process. We decided to conduct a study among university students. Purpose of that study was to try to find some empirical evidence to support the claim that educational games can be used as an effective form of teaching. We also invested an effort to measure effects of different teaching approaches with the respect of individual differences in cognitive styles. Initial results provide a good argument for use of educational games in teaching. In addition, we reported some influence of cognitive style on effectiveness of using educational games.

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Milovanović, M., Minović, M., Kovačević, I., Minović, J., Starčević, D. (2009). Effectiveness of Game-Based Learning: Influence of Cognitive Style. In: Lytras, M.D., Ordonez de Pablos, P., Damiani, E., Avison, D., Naeve, A., Horner, D.G. (eds) Best Practices for the Knowledge Society. Knowledge, Learning, Development and Technology for All. WSKS 2009. Communications in Computer and Information Science, vol 49. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-04757-2_10

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  • DOI: https://doi.org/10.1007/978-3-642-04757-2_10

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-04756-5

  • Online ISBN: 978-3-642-04757-2

  • eBook Packages: Computer ScienceComputer Science (R0)

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