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Integration of Game Elements with Role Play inCollaborative Learning - A Case Study of Quasi-GBL in Chinese Higher Education

机译:合作学习中游戏元素与角色扮演的整合-以中国高等教育准GBL为例

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The reason that most undergraduate students in China spend a lot more time playing computer games rather than learning is not that learning is too hard, but it is boring, while playing games is fun. How to provide appropriate and interesting opportunities that can engage students and improve the learning process? This paper discusses an innovatory education paradigm quasi-GBL, which integrates game elements with role play in collaborative learning. Case study of quasi-GBL in an undergraduate course "Software Engineering" reveals that quasi-GBL is successful in achieving experiential and fun learning, offering a variety of knowledge presentations, and creating opportunities for knowledge application.
机译:在中国,大多数本科生花更多的时间在玩计算机游戏而不是学习上的原因并不是学习太辛苦,而是无聊,而玩游戏却很有趣。如何提供适当和有趣的机会来吸引学生并改善学习过程?本文讨论了一种创新教育范式准GBL,它将游戏元素与角色扮演整合在协作学习中。在“软件工程”本科课程中对准GBL的案例研究表明,准GBL成功地实现了体验式和有趣的学习,提供了各种知识介绍,并为知识应用创造了机会。

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