Please use this identifier to cite or link to this item: http://bura.brunel.ac.uk/handle/2438/21846
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dc.contributor.authorDeniozou, T-
dc.contributor.authorDima, M-
dc.contributor.authorCox, C-
dc.coverage.spatialVirtual-
dc.date.accessioned2020-11-18T19:05:38Z-
dc.date.available2020-11-18T19:05:38Z-
dc.date.issued2020-11-02-
dc.identifier.citationDeniozou, T., Dima, M. and Cox, C. (2020) 'Designing a Game to Help Higher Education Students Develop Their Note-Taking Skills', CHI PLAY '20: Proceedings of the Annual Symposium on Computer-Human Interaction in Play. Virtual, 2-5 November, pp. 181-192. doi: 10.1145/3410404.3414230.en_US
dc.identifier.isbn978-1-4503-8074-4-
dc.identifier.urihttps://bura.brunel.ac.uk/handle/2438/21846-
dc.description.abstract© 2020 Copyright is held by the owner/author(s). Taking effective notes is an important skill in academic and professional settings and one that is cultivated primarily in Higher Education (HE). However, students often find it difficult to effectively record important information in their notes [37], while it has been suggested that they often record less than 50% of the key information of a lecture [15]. Games can be a powerful way to help students learn [30]. Yet, to date, there is scarce empirical research on games specifically designed to help HE students develop note-taking skills where the design has been directly informed by note-taking learning theories. This study applies such theories in the design of the mechanics for an educational game for note-taking, entitled Investigate: Tudors, and evaluates their effectiveness and engaging potential. Results from qualitative evaluations with HE students showed that the game was a successful tool to help them develop note- taking skills. This article discusses the game design approach and the evaluation results, and contributes with effective strategies for designing serious games for note-taking.en_US
dc.description.sponsorshipACM SIGCHI (Special Interest Group on Computer-Human Interaction)-
dc.language.isoenen_US
dc.publisherACM (Association for Computing Machinery)-
dc.rights© ACM, 2020. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in CHI PLAY '20: Proceedings of the Annual Symposium on Computer-Human Interaction in Play, (2-5 November 2020) http://doi.acm.org/10.1145/3410404.3414230-
dc.sourceACM CHI Play-
dc.sourceACM CHI Play-
dc.sourceACM CHI Play-
dc.sourceACM CHI Play-
dc.subjectgame-based learningen_US
dc.subjectserious gamesen_US
dc.subjectvideo gamesen_US
dc.subjectlearning in higher educationen_US
dc.subjectnote-taking skillsen_US
dc.subjectlearning strategiesen_US
dc.titleDesigning a Game to Help Higher Education Students Develop Their Note-Taking Skillsen_US
dc.typeConference Paperen_US
dc.identifier.doihttps://doi.org/10.1145/3410404.3414230-
dc.relation.isPartOfCHI PLAY '20: Proceedings of the Annual Symposium on Computer-Human Interaction in Play-
pubs.finish-date2020-11-05-
pubs.finish-date2020-11-05-
pubs.finish-date2020-11-05-
pubs.finish-date2020-11-05-
pubs.publication-statusPublished-
pubs.start-date2020-11-02-
pubs.start-date2020-11-02-
pubs.start-date2020-11-02-
pubs.start-date2020-11-02-
Appears in Collections:Dept of Arts and Humanities Research Papers

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