Journal of
Systemics, Cybernetics and Informatics
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ISSN: 1690-4524 (Online)


Peer Reviewed Journal via three different mandatory reviewing processes, since 2006, and, from September 2020, a fourth mandatory peer-editing has been added.

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Published by
The International Institute of Informatics and Cybernetics


Re-Published in
Academia.edu
(A Community of about 40.000.000 Academics)


Honorary Editorial Advisory Board's Chair
William Lesso (1931-2015)

Editor-in-Chief
Nagib C. Callaos


Sponsored by
The International Institute of
Informatics and Systemics

www.iiis.org
 

Editorial Advisory Board

Quality Assurance

Editors

Journal's Reviewers
Call for Special Articles
 

Description and Aims

Submission of Articles

Areas and Subareas

Information to Contributors

Editorial Peer Review Methodology

Integrating Reviewing Processes


Utilization of Artificial Intelligence by Students in Interdisciplinary Field of Biomedical Engineering
Shigehiro Hashimoto
(pages: 1-5)

Transdisciplinary Applications of Data Visualization and Data Mining Techniques as Represented for Human Diseases
Richard S. Segall
(pages: 6-15)

Beyond Status Quo: Why is Transdisciplinary Communication Instrumental in Innovation?
James Lipuma, Cristo Leon
(pages: 16-20)

How We Can Locate Validatable Foundations of Life Themes
Jeremy Horne
(pages: 21-32)

Bringing Discipline into Transdisciplinary Communications -The ISO 56000 Family of Innovation Standards-
Rick Fernandez, William Swart
(pages: 33-39)

To AI Is Human: How AI Tools with Their Imperfections Enhance Learning
Martin Cwiakala
(pages: 40-46)

Knowledge, Learning and Transdisciplinary Communication in the Evolution of the Contemporary World
Rita Micarelli, Giorgio Pizziolo
(pages: 47-52)

Human Complexity vs. Machine Linearity: Tug-of-War Between Two Realities Coexisting in Precarious Balance
Paolo Barile, Clara Bassano, Paolo Piciocchi
(pages: 53-62)

A Cybernetic Metric Approach to Course Preparation
Russell Jay Hendel
(pages: 63-70)

The Impact of Artificial Intelligence on Education
John Jenq
(pages: 71-76)

Bridging the Gap: Harnessing the Power of Machine Learning and Big Data for Media Research
Li-jing Arthur Chang
(pages: 77-84)

Image Processing, Computer Vision, Data Visualization, and Data Mining for Transdisciplinary Visual Communication: What Are the Differences and Which Should or Could You Use?
Richard S. Segall
(pages: 85-92)

Identification – The Essence of Education
Jeremy Horne
(pages: 93-99)

The Greek-Roman Theatre in the Mediterranean Area
Maria Rosaria D’acierno Canonici Cammino
(pages: 100-108)

Examination of AI and Conventional Teaching Approaches in Cultivating Critical Thinking Skills in High School Students
Luis Castillo
(pages: 109-112)

Thoughts, Labyrinths, and Torii
Maurício Vieira Kritz
(pages: 113-119)

Can Two Human Intelligences (HIs or Noes) and Two Artificial Intelligences (AIs) Get Involved in Interlinguistic Communication? – A Transdisciplinary Quest
Ekaterini Nikolarea
(pages: 120-128)


 

Abstracts

 


ABSTRACT


Digital Games in Education: An Interdisciplinary View

Birgit Oberer, Alptekin Erkollar


Digital games have emerged as a promising tool in educational settings, offering engaging and interactive experiences that improve student motivation and learning outcomes. This paper explores the interdisciplinary nature of the use of digital games in education, highlighting their potential impact across disciplines and subject areas. Drawing on literature from fields such as psychology, education, computer science, and game design, we examine the key elements of game-based learning, including serious games, gamification, game mechanisms, and player experience. We also discuss the criteria for selecting games in educational contexts and provide practical recommendations for finding and modifying games to meet specific learning objectives. We also provide examples of games that can be used effectively across disciplines, including science, mathematics, computer science, and social science. Through this interdisciplinary lens, we emphasize the importance of integrating digital games into educational practices to foster student engagement, critical thinking, problem solving, and collaboration skills. By embracing the potential of digital games, educators can harness their transformative power to create dynamic and immersive learning environments that prepare students for the challenges of the 21st century.

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