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Game object model version II: a theoretical framework for educational game development

机译:游戏对象模型版本II:教育游戏开发的理论框架

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摘要

Complex computer and video games may provide a vehicle, based on appropriate theoretical concepts, to transform the educational landscape. Building on the original game object model (GOM) a new more detailed model is developed to support concepts that educational computer games should: be relevant, explorative, emotive, engaging, and include complex challenges; support authentic learning activities that are designed as narrative social spaces where learners are transformed through exploration of multiple representation, and reflection; be gender-inclusive, include non-confrontational outcomes, and provide appropriate role models; develop democracy, and social capital through dialogue that is supported by means of computer mediated-communication tools; and include challenges, puzzles or quests, which form the core of the learning process, where access to explicit knowledge, conversations, and reflection results in the construction of tacit knowledge. It is argued that the GOM version II can be used not only to support the development of educational computer games but to provide a mechanism to evaluate the use of computer games in the classroom.
机译:复杂的计算机和视频游戏可能会基于适当的理论概念提供一种手段来改变教育环境。在原始游戏对象模型(GOM)的基础上,开发了一个新的更详细的模型,以支持教育性计算机游戏应具有的概念:相关的,探索性的,情感的,参与的,并包括复杂的挑战;支持被设计为叙述性社会空间的真实学习活动,通过探索多种表现形式和反思使学习者转变;具有性别包容性,包括非对抗性结果,并提供适当的榜样;通过以计算机为媒介的通讯工具支持的对话,发展民主和社会资本;包括挑战,困惑或探索,这些构成了学习过程的核心,在此过程中,获得显性知识,对话和反思会导致隐性知识的构建。有人认为,GOM II版不仅可以用于支持教育性计算机游戏的开发,还可以提供一种评估教室中计算机游戏使用情况的机制。

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