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Farmville

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tgiakoum@sch.gr


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1.


, [Facer
(2003), Klawe (1999), McFarlane et al.(2002), Prensky (2001)].

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[BECTA (2001)].
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(learning-by-doing),
[Prensky (2001), Facer (2003) Paraskeva et
al.(2010)].

2.

CIE 2011 3rd Conference on Informatics in Education


8/10/2011

. (social games)
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CIE 2011 3rd Conference on Informatics in Education


, 8/10/2011

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CIE 2011 3rd Conference on Informatics in Education


8/10/2011

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CIE 2011 3rd Conference on Informatics in Education


, 8/10/2011

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CIE 2011 3rd Conference on Informatics in Education


8/10/2011

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CIE 2011 3rd Conference on Informatics in Education


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CIE 2011 3rd Conference on Informatics in Education


8/10/2011

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CIE 2011 3rd Conference on Informatics in Education


, 8/10/2011

1. BECTA

(2001),

Computer

Games

in

Education:

Findings

report,

http://www.becta.org.uk/page_documents/research/cge/report.pdf
15/7/2011
2. Dillon, R., (2010) On the Way to Fun: An Emotion-Based Approach to Successful
Game Design A.K. Peters
3. Facer, K. (2003), Computer games and learning, http://www

.nestafuturelab.org/research/discuss/02discuss01.htm
4. Hmlinen, Raija (2011) Using a game environment to foster collaborative
learning: a design based study. Technology Pedagogy and Education 20(1)
5. Jrvinen A. (2008) Games without Frontiers: Theories and Methods for Game
Studies and Design, Tampere University Press. http://acta.uta.fi/english/

teos.php?id=11046
6. Klawe, M. (1999), Computer games, education and interfaces: The E-GEMS
project, In Proceedings of the Graphics Interface 1999 Conference, 36-39,
Ontario, Canada
7. McFarlane, A., Sparrowhawk, A., & Heald, Y. (2002). Report on the educational
use of games. TEEM: Teachers Evaluating Educational Multimedia. Retrieved
from http://www.teem.org.uk/publications/teem_gamesined_full.pdf
8. Oliver, M., & Carr, D. (2009). Learning in Virtual Worlds: Using Communities of
Practice to Explain How People Learn from Play. British Journal of Educational
Technology, 40(3), 444-457. Retrieved from EBSCOhost.
9. Prensky, M. (2001), Digital game-based learning, New York: McGraw-Hill
10.Paraskeva, F., Mysirlaki, S., & Papagianni, A. (2010). Multiplayer Online Games as
Educational Tools: Facing New Challenges in Learning. Computers & Education,
54(2), 498-505. Retrieved from EBSCOhost.

Abstract
The purpose of this paper is to explore the pedagogical use of social games. We present the
development and the evaluation results of a project which utilizes the game Farmville.
presented.
The aim of this project is to investigate the potential of cultivating cooperative spirit through
a popular social game.
: digital games, social games, lesson plan, cooperative skills,