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Video Games and Higher Education: What Can a??Call of Dutya?? Teach Our Students?

机译:电子游戏和高等教育:什么是“使命召唤”?教我们的学生?

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Here it is argued that with game-based learning it is possible, through their inherent teaching mechanisms, to sustain stimulation throughout a class within higher education. That is, the “net generation” (Tapscott, 1999, p. 6) is intrinsically motivated by games and that commercial video games have a potentially important role in the classroom to assist learning of a range of crucial transferable skills. We further argue that commercial off the shelf (COTS) game design is replete with effective constructivist teaching structures and that such games should play a more prominent role within mainstream education.
机译:本文认为,通过基于游戏的学习,有可能通过其固有的教学机制在高等教育的整个课程中维持刺激。也就是说,“网络一代”(Tapscott,1999,第6页)本质上是由游戏驱动的,而商业视频游戏在课堂上可能具有重要的作用,以帮助学习各种关键的可转让技能。我们进一步认为,现成的商业(COTS)游戏设计充满了有效的建构主义教学结构,并且这类游戏在主流教育中应扮演更加重要的角色。

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