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Social, constructivist and informal learning processes: together on the Edge for designing digital game-based learning environments

机译:社会,建构主义和非正式学习过程:在Edge上一起设计基于数字游戏的学习环境

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The theoretical conceptions of game-based learning are different from those of traditional instruction. Indeed, the classical approaches of needs and task analysis seem to be not appropriate for designing digital serious games as computer-supported collaborative learning environments. This paper aimed at arguing that social, constructivist and informal learning processes provided accurate frameworks for analyzing needs, activities, and outcomes for designing digital serious games. After focusing on the epistemic assumptions of such theoretical frameworks, this paper described the digital serious game Cibopolis as case study, able to grasp different learning processes, involving players as learners in collaborative participation and knowledge building on nutrition and healthy lifestyle. Especially, the context, the training goal, the adopted learning solutions and the main features of the designed Cibopolis game were specified. Then, the results of the pilot test involving young learners (N=65; Range of Age=14-32 years old) was briefly reported. Specifically, it was pointed out how learners perceived the Cibopolis game in term of usability and engagement. To conclude, some relevant theoretical issues concerning digital game-based learning environments and practical implications that could support IT professionals – such as, instructional designers, developers, web designers, and so on – were highlighted. Citation D'Aprile, G., Di Bitonto, P., De Asmundis, R. & Ulloa Severino, A. (2015). Social, constructivist and informal learning processes: together on the Edge for designing digital game-based learning environments. Journal of e-Learning and Knowledge Society, 11 (3),. Italian e-Learning Association. Keywords education Informatics Learning Management Systems Learning Outcomes Physical Environments psychology Social Studies Virtual Environments.
机译:基于游戏的学习的理论概念与传统教学的理论概念不同。确实,需求和任务分析的经典方法似乎不适用于将数字严肃游戏设计为计算机支持的协作学习环境。本文旨在论证社会,建构主义和非正式学习过程提供了用于分析设计数字严肃游戏的需求,活动和结果的准确框架。在关注了这些理论框架的认知假设之后,本文将数字严肃游戏Cibopolis作为案例研究进行了描述,它能够掌握不同的学习过程,使参与者作为学习者参与到有关营养和健康生活方式的协作参与和知识构建中。特别是,指定了上下文,培训目标,采用的学习解决方案以及所设计的Cibopolis游戏的主要功能。然后,简要报告了涉及年轻学习者(N = 65;年龄范围= 14-32岁)的试点测试结果。特别指出的是,学习者在可用性和参与度方面如何看待Cibopolis游戏。总之,重点介绍了一些有关基于数字游戏的学习环境的相关理论问题,以及可以为IT专业人员(例如教学设计师,开发人员,网页设计师等)提供支持的实际含义。引用文献:《达普里》(G.D.Aprile),第比恩托(Di Bitonto),《阿斯米迪斯(De Asmundis)》和《乌洛瓦·塞维里诺(Ulloa Severino)》(2015)。社交,建构主义和非正式学习过程:在Edge上一起设计基于数字游戏的学习环境。电子学习与知识社会杂志,11(3),。意大利电子学习协会。关键词教育信息学学习管理系统学习成果物理环境心理学社会研究虚拟环境。

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