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Special issue: Electronic games and personalised elearning processes

机译:特刊:电子游戏和个性化的学习过程

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This special issue stresses the ongoing research, the theoretical background and the methodology while using educational eGames along with personalised processes. It also concentrates in re-purposing generic games and simulations, within eLearning and bLearning (blended) scenarios. An emerging topic is the integration of such this kind of resources with eLearning standards (i.e., IMS Learning Design, SCORM), and learning systems and contexts. Electronic games and simulations (eGames) have the power of engaging people. They are fun and provide interaction with others, interactivity with scenarios that involve problem solving, story and other engaging elements that enhance the learner's involvement, motivation and creativity, among other benefits. eGames also provide one or more focused goals, well-defined rules, challenging and clear tasks, affiliation, choice, and the right to be wrong without adverse consequences. A key factor for learning is that games also provide outcomes and feedback in real-time that can be used to guide the next actions to be taken and help the user to perceive his/her activity and decisions as part of the flow of the game.
机译:本期特刊着重介绍正在进行的研究,理论背景和方法,同时使用教育性电子游戏以及个性化流程。它还专注于在eLearning和bLearning(混合)方案中重新使用通用游戏和模拟。一个新兴的话题是将此类资源与电子学习标准(即IMS学习设计,SCORM)以及学习系统和上下文进行集成。电子游戏和模拟(eGames)具有吸引人的力量。它们很有趣,并提供与他人的互动,与解决问题的场景的互动,故事和增强学习者的参与,动力和创造力的其他吸引人的元素,以及其他好处。 eGames还提供一个或多个目标明确的规则,明确的规则,具有挑战性和明确性的任务,从属关系,选择权以及在没有不利后果的情况下享有错误的权利。学习的关键因素是游戏还实时提供结果和反馈,这些结果和反馈可用于指导接下来要采取的行动,并帮助用户将自己的活动和决定视为游戏流程的一部分。

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