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Knowledge for games games for knowledge: designing a digital roll-and-move board game for a law of torts class

机译:游戏知识知识游戏:针对侵权法类设计数字式滚动棋盘游戏

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摘要

Game-based constructivist learning has gained considerable attention as educational institutions aim to move from traditional instructional teaching to interactive and collaborative methods. The question is less asked of whether games should be used in teaching but rather how games should be used to create deep learning in students. In light of this movement, the Grade Inflation Game, or GIGAME, was developed. This case study tackles the research question of how games may be designed to harness the benefits of constructivist learning. It first documents the conceptualization of GIGAME and next proposes theoretical frameworks that can be used to guide the development and evaluation of constructivist learning games. Through trial runs on two undergraduate law of torts classes, feedback was gathered from students and the instructor of these classes regarding their perceptions of GIGAME, including learning effectiveness and satisfaction. The feedback suggests that GIGAME can serve as a form of game-based constructivist learning as most students indicated that the game helped consolidate their course knowledge while having fun. These qualitative findings are useful for guiding the development of other games that similarly aim to promote socially interactive and constructivist learning environments. This case study recommends the use of GIGAME in classes, although refinements can still be made to its gameplay.
机译:由于教育机构的目标是从传统的教学法转向互动式和协作式方法,因此基于游戏的建构主义学习受到了广泛的关注。问题不是问游戏中应该使用游戏,而是应该如何使用游戏在学生中进行深度学习。鉴于这种运动,开发了等级通货膨胀游戏或GIGAME。本案例研究解决了有关如何设计游戏以利用建构主义学习的好处的研究问题。它首先记录了GIGAME的概念化,然后提出了可用于指导建构主义学习游戏的开发和评估的理论框架。通过对两个侵权法本科课程的试运行,收集了学生和这些课程的指导者关于他们对GIGAME的看法(包括学习效果和满意度)的反馈。反馈表明,GIGAME可以作为一种基于游戏的建构主义学习的形式,因为大多数学生表示该游戏有助于在巩固乐趣的同时巩固其课程知识。这些定性的发现对于指导其他游戏的发展非常有用,这些游戏的目的是促进社交互动和建构主义的学习环境。本案例研究建议在课堂上使用GIGAME,尽管仍可以对其玩法进行改进。

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