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Knowledge by user demand self-reflection: new models for teaching and assessment in edutainment software design

机译:通过用户需求自我反思的知识:养网软件设计中教学和评估的新模型

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This paper reports on experiences from applying Knowledge by User Demand (KBUD) to teaching at the Edutainment Software Design programme at Halmstad University, Sweden. 'Edutainment' denotes educational and recreational systems for homes, schools and work Upon graduation, students may find careers in game design, project management, systems development etc. KBUD emphasizes participation in selection and creation of course contents, to foster a continuous review process of how to attain competencies needed to accomplish a task. Continuous self-reflection, on how and why competencies develop, and how personal learning can be refined, is highlighted in discussions and through using projects from previous courses as case studies. KBUD classes offer a core of approximately 50% of course content. Students select another 25% from a range of teacher-prepared themes and develop themselves the remaining themes under teacher supervision. KBUD modules combine subject adherence with encouraging student interest and participation, whilst also ensuring content vitality.
机译:本文报告了通过用户需求(KBUD)在瑞典Halmstad University的eDutainment软件设计计划上教学的经验报告。 'Edutainment'表示家庭,学校和毕业时的教育和娱乐系统,学生可能会在游戏设计,项目管理,系统开发等方面找到职业生涯。KBUD强调参与选拔和创造课程内容,促进持续审查过程如何获得完成任务所需的能力。在讨论中,在讨论中突出了持续的自我反思,以及如何以及为什么可以改进个人学习的讨论,并通过使用以前的课程的项目作为案例研究。 KBUD课程提供约50%的课程内容的核心。学生从一系列教师准备的主题中选择了25%,并在教师监管下发展自己的剩余主题。 KBUD模块将主题遵守与鼓励学生的兴趣和参与相结合,同时确保了含量的生命力。

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