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Game-Based Learning as Effective Learning Method: An Application of Digital Storytelling

机译:基于游戏的学习作为有效的学习方法:数字讲故事的应用

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The success and effectiveness of the use of technology to support education and training are universally recognized. In the recent years, the use of ICT is spreading as tools to support therapeutic education. The concept of empowerment can have different meanings: strengthening, enhancement of self, increasing of power, increased personal responsibility, increasing of knowledge, etc. This is especially true when patients are very young, as in the case of type I diabetes mellitus. When the hospitalization starts, because of both the patients' particular emotional fragility and the complexity of the blood glucose control, it is necessary to use the right form of communication that should be engaging and effective. In this context, the storytelling could be very useful since very appreciate by the children. With these premises the paper presents the idea of a Digital Storytelling CMS that allows users to build online personal narrative in digital format. A first pilot study has outlined the appreciation of the users.
机译:使用技术支持教育和培训的成功和有效性普遍认可。近年来,利用信息通信技术散布为支持治疗教育的工具。赋权的概念可以有不同的含义:加强,加强自我,力量的增加,增加个人责任,增加知识等。当患者非常年轻时,这尤其如此,就像I型糖尿病一样。当住院时间开始时,由于患者的特殊情绪脆弱性和血糖控制的复杂性,有必要使用应该有效和有效的正确形式的沟通。在这种情况下,讲故事可能非常有用,因为孩子非常欣赏。使用这些前提本文介绍了数字故事CMS的想法,允许用户以数字格式构建在线个人叙述。第一个试点研究概述了用户的欣赏。

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