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Towards the Blending of Digital and Physical Learning Contexts with a Gamified and Pervasive Approach

机译:通过游戏化和普及的方法实现数字和物理学习环境的融合

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This paper discusses our perspectives on pervasive learning based on live projects at the Disruptive Media Learning Lab, UK, aligning with the need to respond to the blurring of boundaries between physical and digital learning spaces and contexts. The paper describes a holistic and modular approach in thinking about pervasive learning design and with special interest on games and gamification. Findings are presented on a study carried out on physical learning spaces and students' engagement with these spaces (digital and physical). The paper also describes a pilot on the use of game mechanics in a blended learning environment. The findings will inform other projects that are investigating the crossings between gamification and pervasive gaming, including the potential of indoor mobile communication to support context-aware resources and future 'learning spaces'. The holistic model may inform future initiatives in integrating knowledge, tools and services towards facilitating a pervasive and technology-enabled learning exploiting both physical and digital contents and contexts.
机译:本文讨论了我们在英国Disruptive Media Learning Lab的实时项目基础上进行的普适性学习的观点,并与应对物理和数字学习空间与情境之间的界限模糊的需求相吻合。本文介绍了一种用于思考普遍学习设计的整体和模块化方法,并且对游戏和游戏化特别感兴趣。在对体育学习空间以及学生对这些空间(数字和物理空间)的参与度的研究中给出了研究结果。本文还介绍了在混合学习环境中使用游戏机制的试验。这些发现将为正在研究游戏化与普及游戏之间的交叉的其他项目提供信息,包括室内移动通信在支持情境感知资源和未来“学习空间”方面的潜力。整体模型可以为未来的计划提供信息,以整合知识,工具和服务,以促进利用物理和数字内容以及上下文的普遍性和技术驱动型学习。

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