GAME-BASED LEARNING IN SCHOOLS AS A FRAMEWORK FOR COLLABORATIVE AND CREATIVE LEARNING

被引:0
|
作者
Gjedde, L. [1 ]
机构
[1] Aalborg Univ, Aalborg, Denmark
关键词
D O I
暂无
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Games and simulations may present a way of creating a situated learning experience, through which the learners may engage themselves in playful learning. Through games the learner can interact in a narrative learning environment, which offers direct immersion and engagement. There has been a surge of interest in the concept of serious digital games, which offers learning through digital simulations and immersion in virtual worlds, which has had an increasing use in education. However the use of live action role-game play, as an overarching framework for learning, may bring fresh potentials for insights into game-based learning in terms of creativity and flexibility in the design of games, as well as the interactivity and collaborations between the learners and teachers which may have implications for the design of digital learning games. A project on live action role-game play in Danish schools is currently looking at how role-games can be used as a creative framework for learning. It is investigating how games can anchor an entire curriculum within a narrative game-based framework, in order to enhance the learners' creativity and motivation for learning. Based on qualitative and processual research methods, this paper will present preliminary results from the project and discuss its implications for the design and redesign of concepts for game-based creative and interactive learning in schools.
引用
收藏
页码:6420 / 6420
页数:1
相关论文
共 50 条
  • [21] Multimodal Behavioral Disengagement Detection for Collaborative Game-Based Learning
    Fahid, Fahmid Morshed
    Acosta, Halim
    Lee, Seung
    Carpenter, Dan
    Mott, Bradford
    Bae, Haesol
    Saleh, Asmalina
    Brush, Thomas
    Glazewski, Krista
    Hmelo-Silver, Cindy E.
    Lester, James
    ARTIFICIAL INTELLIGENCE IN EDUCATION: POSTERS AND LATE BREAKING RESULTS, WORKSHOPS AND TUTORIALS, INDUSTRY AND INNOVATION TRACKS, PRACTITIONERS AND DOCTORAL CONSORTIUM, PT II, 2022, 13356 : 218 - 221
  • [22] Fostering computational thinking through collaborative game-based learning
    Turchi, Tommaso
    Fogli, Daniela
    Malizia, Alessio
    MULTIMEDIA TOOLS AND APPLICATIONS, 2019, 78 (10) : 13649 - 13673
  • [23] Game-based assessment framework for virtual reality, augmented reality and digital game-based learning
    Udeozor, Chioma
    Chan, Philippe
    Abegao, Fernando Russo
    Glassey, Jarka
    INTERNATIONAL JOURNAL OF EDUCATIONAL TECHNOLOGY IN HIGHER EDUCATION, 2023, 20 (01)
  • [24] Game-based assessment framework for virtual reality, augmented reality and digital game-based learning
    Chioma Udeozor
    Philippe Chan
    Fernando Russo Abegão
    Jarka Glassey
    International Journal of Educational Technology in Higher Education, 20
  • [25] Game-Based Learning: An approach for Improving Collaborative Airport Management
    Freese, Maria
    PROCEEDINGS OF THE 10TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING, 2016, : 835 - 843
  • [26] Fostering computational thinking through collaborative game-based learning
    Tommaso Turchi
    Daniela Fogli
    Alessio Malizia
    Multimedia Tools and Applications, 2019, 78 : 13649 - 13673
  • [27] Learning outcome enhancement via serious game: Implementing game-based learning framework in blended learning environment
    Taylor's University, Malaysia
    Int. Conf. IT Convergence Secur., ICITCS - Proc.,
  • [28] Codifying Game-Based Learning: Development and Application of LEAGUE Framework for Learning Games
    Tahir, Rabail
    Wang, Alf Inge
    ELECTRONIC JOURNAL OF E-LEARNING, 2020, 18 (01): : 69 - 87
  • [29] Learning Outcome Enhancement via Serious Game: Implementing Game-Based Learning Framework in Blended Learning Environment
    Jing, Tee Wee
    Yue, Wong Seng
    Murugesan, R. K.
    2015 5TH INTERNATIONAL CONFERENCE ON IT CONVERGENCE AND SECURITY (ICITCS), 2015,
  • [30] Implementing digital game-based learning in schools: augmented learning environment of ‘Europe 2045’
    Cyril Brom
    Vít Šisler
    Radovan Slavík
    Multimedia Systems, 2010, 16 : 23 - 41