Excellence in Research and Innovation for Humanity

International Science Index

Select areas to restrict search in scientific publication database:
Real Time Control Learning Game - Speed Race by Learning at the Wheel - Development of Data Acquisition System
Schools today face ever-increasing demands in their attempts to ensure that students are well equipped to enter the workforce and navigate a complex world. Research indicates that computer technology can help support learning, implementation of various experiments or learning games, and that it is especially useful in developing the higher-order skills of critical thinking, observation, comprehension, implementation, comparison, analysis and active attention to activities such as research, field work, simulations and scientific inquiry. The ICT in education supports the learning procedure by enabling it to be more flexible and effective, create a rich and attractive training environment and equip the students with knowledge and potential useful for the competitive social environment in which they live. This paper presents the design, the development, and the results of the evaluation analysis of an interactive educational game which using real electric vehicles - toys (material) on a toy race track. When the game starts each student selects a specific vehicle toy. Then students are answering questionnaires in the computer. The vehicles' speed is related to the percentage of right answers in a multiple choice questionnaire (software). Every question has its own significant value depending of the different level of questionnaire. Via the developed software, each right or wrong answers in questionnaire increase or decrease the real time speed of their vehicle toys. Moreover the rate of vehicle's speed increase or decrease depends on the difficulty level of each question. The aim of the work is to attract the student’s interest in a learning process and also to improve their scores. The developed real time game was tested using independent populations of students of age groups: 8-10, 11-14, 15-18 years. Standard educational and statistical analysis tools were used for the evaluation analysis of the game. Results reveal that students using the developed real time control game scored much higher (60%) than students using a traditional simulation game on the same questionnaire. Results further indicate that student's interest in repeating the developed real time control gaming was far higher (70%) than the interest of students using a traditional simulation game.
Digital Article Identifier (DAI):


[1] Greenblat, C S, (1988), Designing Games and Simulations, An Illustrated Handbook, London: Sage Publications.
[2] Bruner, J S, (1966), Toward a Theory of Instruction. Cambridge, Massachusetts: The Belknap Press of Harvard University Press. Fifth printing
[3] Walford, R., (1969), Games in Geography. Education Today. London: Longman.
[4] Bousquet, M M, (1986), "What makes us play? What makes us learn?" Prospects, 16 (4).
[5] Cudworth A L, (1996), "Simulation and Games», International Journal of Educational Technology, Second Edition, T. Plomp and D. P. Ely (Eds), Oxford: Pergamon.
[6] Romiszowski, A J, (1974), Selection and Use of Instructional Media. London: Kogan Page.
[7] Gredler, M., (1992), Designing and Evaluating Games and Simulations: A Process Approach. London: Kogan Page.
[8] Thomas, P, and Macredie, R, (1994), Games and the Design of Human- Computer Interfaces. Educational and Training Technology International, 31 (2).
[9] Malone, T W, and Lepper, M R, ( 1987), Making Learning Fun: A Taxonomy of Intrinsic Motivations for Learning. In R E Snow, and M J Farr (eds) Aptitude, Learning, and Insruction. Volume 3: Connative and Affective Process Analyses (pp. 223-253). Hillsdale
[10] Malone, T W, (1980), What Makes Things Fun to Learn? A Study of Intrinsically Motivating Computer Games. Palo Alto, CA: Xerox.
[11] Malone, T W, (1981), Toward a Theory of Intrinsically Motivating Instruction. Cognitve Science, 4, p.333-339.
[12] Greenfield, P M, (1984). Media and Mind, The effects of television, video games and computers, London: Fontana paperbacks.
[13] Loftus, G R and Loftus, E., (1983), Minds at Play, the Psychology of Video Games. New York: Basic Books, Inc.
[14] Ellington, H, Addinall, E. and Percival, F., (1982), A Handbook of Game Design. London: Kogan Page, New York: Nichols Publishing Company.
[15] Loftus, G R and Loftus, E., (1983), Minds at Play, the Psychology of Video Games. New York: Basic Books, Inc.
[16] Levin, J.A. and Waugh, M., (1988), Education Simulations, Tools, Games, And Microworlds: Computer-Based Environments for Learning, in International Journal Of Educational Research, vol.12
[17] Whitton N. (2011). Encouraging Engagement in Game-Based Learning, International Journal of Game-Based Learning (IJGBL), vol 1, 1, pp. 75-84.
[18] Kickmeier-Rust Μ., Mattheiss Ε., Steiner Ch., Albert A. (2011), A Psycho-Pedagogical Framework for Multi-Adaptive Educational Games, International Journal of Game-Based Learning (IJGBL), vol 1, 1, pp. 45-58.
Vol:12 No:07 2018Vol:12 No:06 2018Vol:12 No:05 2018Vol:12 No:04 2018Vol:12 No:03 2018Vol:12 No:02 2018Vol:12 No:01 2018
Vol:11 No:12 2017Vol:11 No:11 2017Vol:11 No:10 2017Vol:11 No:09 2017Vol:11 No:08 2017Vol:11 No:07 2017Vol:11 No:06 2017Vol:11 No:05 2017Vol:11 No:04 2017Vol:11 No:03 2017Vol:11 No:02 2017Vol:11 No:01 2017
Vol:10 No:12 2016Vol:10 No:11 2016Vol:10 No:10 2016Vol:10 No:09 2016Vol:10 No:08 2016Vol:10 No:07 2016Vol:10 No:06 2016Vol:10 No:05 2016Vol:10 No:04 2016Vol:10 No:03 2016Vol:10 No:02 2016Vol:10 No:01 2016
Vol:9 No:12 2015Vol:9 No:11 2015Vol:9 No:10 2015Vol:9 No:09 2015Vol:9 No:08 2015Vol:9 No:07 2015Vol:9 No:06 2015Vol:9 No:05 2015Vol:9 No:04 2015Vol:9 No:03 2015Vol:9 No:02 2015Vol:9 No:01 2015
Vol:8 No:12 2014Vol:8 No:11 2014Vol:8 No:10 2014Vol:8 No:09 2014Vol:8 No:08 2014Vol:8 No:07 2014Vol:8 No:06 2014Vol:8 No:05 2014Vol:8 No:04 2014Vol:8 No:03 2014Vol:8 No:02 2014Vol:8 No:01 2014
Vol:7 No:12 2013Vol:7 No:11 2013Vol:7 No:10 2013Vol:7 No:09 2013Vol:7 No:08 2013Vol:7 No:07 2013Vol:7 No:06 2013Vol:7 No:05 2013Vol:7 No:04 2013Vol:7 No:03 2013Vol:7 No:02 2013Vol:7 No:01 2013
Vol:6 No:12 2012Vol:6 No:11 2012Vol:6 No:10 2012Vol:6 No:09 2012Vol:6 No:08 2012Vol:6 No:07 2012Vol:6 No:06 2012Vol:6 No:05 2012Vol:6 No:04 2012Vol:6 No:03 2012Vol:6 No:02 2012Vol:6 No:01 2012
Vol:5 No:12 2011Vol:5 No:11 2011Vol:5 No:10 2011Vol:5 No:09 2011Vol:5 No:08 2011Vol:5 No:07 2011Vol:5 No:06 2011Vol:5 No:05 2011Vol:5 No:04 2011Vol:5 No:03 2011Vol:5 No:02 2011Vol:5 No:01 2011
Vol:4 No:12 2010Vol:4 No:11 2010Vol:4 No:10 2010Vol:4 No:09 2010Vol:4 No:08 2010Vol:4 No:07 2010Vol:4 No:06 2010Vol:4 No:05 2010Vol:4 No:04 2010Vol:4 No:03 2010Vol:4 No:02 2010Vol:4 No:01 2010
Vol:3 No:12 2009Vol:3 No:11 2009Vol:3 No:10 2009Vol:3 No:09 2009Vol:3 No:08 2009Vol:3 No:07 2009Vol:3 No:06 2009Vol:3 No:05 2009Vol:3 No:04 2009Vol:3 No:03 2009Vol:3 No:02 2009Vol:3 No:01 2009
Vol:2 No:12 2008Vol:2 No:11 2008Vol:2 No:10 2008Vol:2 No:09 2008Vol:2 No:08 2008Vol:2 No:07 2008Vol:2 No:06 2008Vol:2 No:05 2008Vol:2 No:04 2008Vol:2 No:03 2008Vol:2 No:02 2008Vol:2 No:01 2008
Vol:1 No:12 2007Vol:1 No:11 2007Vol:1 No:10 2007Vol:1 No:09 2007Vol:1 No:08 2007Vol:1 No:07 2007Vol:1 No:06 2007Vol:1 No:05 2007Vol:1 No:04 2007Vol:1 No:03 2007Vol:1 No:02 2007Vol:1 No:01 2007