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Online gaming as an educational experience: The adventures of an academic practitioner

机译:在线游戏作为教育经历:学术从业者的冒险经历

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Gaming has now been a part of educational practice for many years. The application of technology to gaming opened new doors to both complexity and sophistication of the interactions and dimensions of learning in a game environment. More recently online facilitation has enabled the globalisation of the gaming environment and extended the potential roles of the synthetic world in teaching and learning. An exploration of the nature and characteristics of multiplayer online games (MMOGS) suggests new and innovative learning opportunities from collaborative and learning community configurations to more competitive and advanced cognitive challenges through intricate, multilayered, multifaceted problem based scenarios. Single discipline, and interdisciplinary conformations lend themselves to both specific and generic learning, ranging from disciplinary content and concepts to social, emotional and advanced cognitive knowledge and application learning such as inquiry based learning (Kennedy-Clark, 2011). Moreover the learning environment can be local, national or international, offering unprecedented breadth and depth to interactions in both synchronous and asynchronous encounters. One aspect of online gaming or working in this complex learning environment (Paraskeva, Mysirlaki, & Papagianni, 2010) which has yet to be widely considered in the educational literature is the role of the academic and in particular the academic as a ‘game player’ and the impact on their conceptualisations of learning and practice and the development of their experience and expertise in adapting, developing and weaving a learning design approaches and pedagogy into this predominantly entertainment based platform. Very simply the potential of online gaming for academic professional development is yet to be explored. This paper reports the story of an academic in the world of online gaming. The paper uses the narrative to illustrate the potential of the undertaking for educati- n. Drawing on both contemporary literature and the immediate experiences of participation in the world of gaming, the paper explores the potential for the development of thinking, social learning, as well as the possible role of online gaming in cognitive learning and in particular problem solving in both real world and imaginary environments. Through an investigation of the various aspects of online gaming the paper draws on the experiences of the author, as a player and as an educator, in unpacking the key components and their possible relationships to learning. For example features such as avatars bring with them both conventions and opportunities for imagination and creativity, rules bring with them rights and responsibilities and the conceptualisation of communication requirements offers innumerable configurations which can incorporate learning relating to culture, nuance, literacy, diplomacy, specificity and the list goes on. The paper concludes with a suggestion for future adoption of gaming conventionality and innovation in education.
机译:现在游戏已经教育实践的一部分多年。技术到应用游戏打开了新的大门,复杂性和相互作用,并在游戏环境中学习的维复杂。最近网上便利,使游戏环境的全球化和教学延伸合成世界的潜在作用。多人在线游戏(MMOG游戏)的性质和特点的探索,通过复杂的,基于多层次,多方面的问题的情况表明,从协作和学习型社区配置,以更具有竞争力和先进的认知挑战,新的和创新的学习机会。单一学科,和跨学科的构象借给自己专名和通名的学习,从学科内容和理念,社会,情感和认知的先进知识和应用学习,如基于探究性学习(肯尼迪克拉克,2011)。此外,该学习环境可以是本地的,国家或国际,提供了前所未有的广度和深度在同步和异步交互的遭遇。在至今尚未在教育文献中被广泛地认为这种复杂的学习环境(Paraskeva,Mysirlaki,与Papagianni,2010),在线游戏或工作的一个方面是学术的,尤其是学术界的“玩家”的角色和他们的学习和实践,他们的经验发展和适应,开发和编织了一个学习设计专业方法和教学的概念化的影响,这个主要是基于娱乐平台。很简单的学术职业发展在线游戏的潜力尚待开发。本文报道在网络游戏的世界学术的故事。本文采用叙事来说明创业的educati- n的潜力。绘图既当代文学和游戏世界参与的直接经验上,本文探讨了思维,社会学习的发展潜力,以及网络游戏的认知学习,特别是解决问题中都可能发挥的作用现实世界和想象的环境。通过对网络游戏的各个方面进行调查的文件借鉴了笔者的经验,作为球员和作为一个教育工作者,在拆包的关键部件,并学习他们的可能的关系。例如功能,如替身与他们带来的想象力和创造力,规则与他们的权利和责任以及通信要求提供了可结合学习与文化有关的,细微的,识字,外交,特异性无数配置概念化带来和两公约和机遇这样的例子不胜枚举。本文为今后的游戏常规,创新教育采纳建议的结论。

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