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(363) TAKING SENSORY BARRIERS SERIOUSLY IN EDUCATION: CLASSIFYING SERIOUS GAMES FROM AN INCLUSIVE EDUCATION PERSPECTIVE

机译:(363)认真对待教育中的感官障碍:从包容性教育角度分类严重游戏

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Education is a universal right and ensuring that everyone can access to it regardless of each person’s sensory capability is beyond any reasonable doubt. Inclusion in education has long been on the agenda of international organisations, such as UNESCO or UNICEF. It is actually the first principle of the European Pillar of social rights for the European Commission, that states “that everyone has the right to quality and inclusive education, training and lifelong learning in order to maintain and acquire skills that enable them to participate fully in society and manage successfully transitions in the labour market”. Game-based learning has proved to be a strong driver for fostering learning and, given the interactive nature of games, a great platform for active learning. We do not play to learn, but we learn as we play, so using games in education facilitates learning while increasing students’ motivation. Digital games and more present in our lives than ever and have become part of the tools used in informal learning and at all levels of education, from preschool and elementary school, through middle school and high school, into colleges and universities, even into professional training or lifelong learning. Serious games in particular, are games developed expressly for education purposes that can be applied in those learning contexts and that have been flooding the educational games market. The purpose of this paper is to approach the concepts of education, sensory accessibility, and serious games to propose a classification that serves as a basis for exploring the possibilities of serious games in an inclusive education. To this end, we first address the boundaries and relationships between the concepts of game and learning to differentiate between game-based learning, gamification and serious games. Then, existing classifications and academic approaches to serious games are reviewed to understand and classify games for education. Sensory accessibility needs are also analysed from an inclusive education perspective. Finally, as this work is part of an ongoing research, a framework is presented for classifying education serious games and facilitating the analysis of sensory accessibility in relation to factors such as game mechanics, designs, gameplay, purpose, scope or audience.
机译:教育是一项普遍的权利,并确保它,每个人都可以访问,不管每个人的感觉能力是超出任何合理怀疑。包括在教育长期以来对国际组织,如联合国教科文组织儿童基金会或的议程。它实际上是对欧盟委员会社会权利欧洲支柱的第一个原则,即国家“,每个人都有为了保持质量和包容性的教育,培训和终身学习的权利,掌握技能,使他们能够充分参与社会和成功管理的转变在劳动力市场”。基于游戏的学习已被证明是给定的游戏互动性,主动学习的绝佳平台促进学习,强大的驱动程序。我们不玩去学习,但是我们学习,因为我们玩,所以在使用中教育功能有助于游戏的学习,同时增加学生的学习动机。数字游戏,更存在于我们的生活比以往任何时候都,并已成为在非正式学习,并在各级教育中所使用的工具的一部分,从幼儿园和小学,通过初中和高中,进高校,甚至到专业培训或者终身学习。严肃游戏特别是明确教育目的而开发的游戏,可以在这些学习情境应用,并已充斥教育游戏市场。本文的目的是为了接近教育,感官可访问性和严肃游戏的概念提出,可作为探索在全纳教育的严肃游戏的可能性的基础上的分类。为此,我们首先解决游戏和学习游戏为基础的学习,游戏化和严肃游戏区分的概念之间的界限和关系。然后,在现有的分类和学术方法来严肃游戏进行审查,以了解和教育分类游戏。感官的无障碍需求也从全纳教育的角度进行分析。最后,这项工作是一个正在进行的研究的一部分,一个框架,提出了分类教育的严肃游戏和促进感官可达性分析有关的因素,如游戏机制,设计,游戏,目标,范围或观众。

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