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COMPUTER EDUCATIONAL GAMES IN PRACTICE

机译:计算机教育游戏在实践中

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摘要

The aim of this paper is to present the activities conducted by University of Bucharest in order to create and include serious games in teaching and learning, in professional training programs. Lately, most of the successful Game-Based Learning (GBL) experiences have used mainstream games. From one side, commercial games are ready to be used and some of them provide contents that are rich and valuable from an educational perspective. On the other side, creating an educational game can be time consuming and sometimes can be a frustrating process. During the ProActive~1 project, teachers of Comenius, Erasmus and Leonardo sub-programmes from Spain, Italy, UK and Romania applied creativity in designing their own GBL scenarios using new digital tools. University of Bucharest had as target group professional training. The entire process starting with training, co-design sessions, and the creative process of game design and results will be included in this paper.
机译:本文的目的是展示布加勒斯特大学的活动,以便在专业培训计划中创造和包括在教学和学习中的严肃游戏。 最近,大多数基于比赛的学习(GBL)经历已经使用主流游戏。 从一边,可以使用商业游戏,其中一些提供了从教育角度来提供丰富和有价值的内容。 在另一边,创建教育游戏可能是耗时的,有时可能是一个令人沮丧的过程。 在主动〜1项目期间,来自西班牙,意大利,英国和罗马尼亚的Comenius,Erasmus和Leonardo子程序的教师应用了使用新的数字工具设计自己的GBL情景的创造力。 布加勒斯特大学担任目标群体专业培训。 本文将包括培训,共同设计,以及游戏设计和结果的创新过程的整个过程将被列入。

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