International Journal of
Information and Education Technology

Editor-In-Chief: Prof. Jon-Chao Hong
Frequency: Monthly
ISSN: 2010-3689 (Online)
E-mali: editor@ijiet.org
Publisher: IACSIT Press
 

OPEN ACCESS
3.9
CiteScore

IJIET 2013 Vol.3(2): 156-160
doi: 10.7763/IJIET.2013.V3.255

Sharing Behaviors in Educational Games: A Framework for EEDU Elements Mathematics Game

Harri Ketamo

Abstract

User generated media highlights sharing videos, images and texts in social media, as well as sharing character outfits and maps in games. However, behavior is one of the aspects that are not shared. The aim of this study is to show how user generated behaviors can be recorded and shared in educational games. According to examples on this study, game and media developers can design extensions that enable users to easily construct behaviors. From a game consumer point of view, the most interesting part is in developing behaviors, sharing them and finally playing with them, or against them.

Keywords

  • Artificial intelligence
  • games
  • learning
  • mathematics
  • user generated content
255-IT0020

How to Cite

Copied

Harri Ketamo, "Sharing Behaviors in Educational Games: A Framework for EEDU Elements Mathematics Game," International Journal of Information and Education Technology, vol. 3, no. 2, pp. 156-160, 2013. https://doi.org/10.7763/IJIET.2013.V3.255

Copyright & License

Copyright © 2013 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).

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