Leading Issues In Games Based Learning
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Leading Issues in Games Based Learning
Author: Thomas Connolly
language: en
Publisher: Academic Conferences Limited
Release Date: 2011
It has been said that the future will never be the same again, which is undoubtedly true, as is the statement that learning will never the same again. Many of the old rules of learning are being swept away and it is increasingly realised that knowledge of “fact” is less important than understanding of situations. It is now well established that understanding can be facilitated by simulation, which is one of the principles on which games-based learning is founded. Games-based learning is also important because there is so much pressure on the teaching resources available. Demand for learning has never been greater and it is likely to continue to grow exponentially. In this environment games-based learning has come into its own. It has always been true that there has been much to learn from games. Both competitiveness and team work have traditionally be learnt on the playing fields of schools around the world. Strategic thinking has been learnt from games such as Chess, even Checkers, and in a more sophisticated way the board game Diplomacy. With the power available through ICT entirely new games are possible that have a much richer and more engaging potential for learners. This is transforming learning and opening up new avenues for both learners and those who are helping them learn. This book represents some of the leading edge thinking in this field and is highly recommended to academics and training practitioners.
Current Trends in Game-Based Learning
A myriad of technological options can be used to support digital game-based learning. One popular technology in this context is the mobile device, considering its high penetration rate in our societies, even among young people. These can be combined with other technologies, such as Augmented Reality (AR) or Virtual Reality (VR), to increase students' motivation and engagement in learning processes. Due to this, there is an emergent need to know and promote good practices in the development and implementation of game-based learning approaches in educational settings. This was the motto for the proposal of the Education Sciences (ISSN: 2227-7102) Special Issue "Current Trends in Game-Based Learning". This book is a reprint of this Special Issue, collecting a set of five papers that illustrate the contribution of innovative approaches to education, specifically the ones exploring the motivational factors associated with playing games and the technology that may support them.
Exploring the Potential of Digital Game Based Learning in the EFL Classroom
Examination Thesis from the year 2011 in the subject Didactics for the subject English - Pedagogy, Literature Studies, grade: 1,0, http://www.uni-jena.de/ (Anglistik/Amerikanistik), language: English, abstract: Die Staatsexamensarbeit trägt den Titel “Exploring the Potential of Digital Game Based Learning in the EFL Classroom” und lotet das Potenzial kommerzieller Computerspiele für die Ausbildung von Fach- und Medienkompetenz im Englischunterricht aus. Im Unterschied zu bisherigen Untersuchungen werden Computerspiele dabei nicht als Unterrichtsthema sondern als Werkzeug bzw. Methode unter die Lupe genommen. Die innovative Arbeit nimmt einen neuen Blickwinkel auf das Thema ein und trägt so zu einem noch sehr jungen Forschungsfeld bei, auf welchem – vor allem in Deutschland – nur wenige Publikationen erschienen sind und welches somit nur in Ansätzen untersucht worden ist.