首页> 外文会议>International conference on E-learning and games;Edutainment 2009 >Where Academics Meet the Real World: Difficulties Encountered When Conducting a Project for Designing a Game-Based Learning in a Company
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Where Academics Meet the Real World: Difficulties Encountered When Conducting a Project for Designing a Game-Based Learning in a Company

机译:学者与现实世界相遇的地方:在公司中进行设计基于游戏的学习的项目时遇到困难

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Educational games have been widely developed and tested by many researchers. Most of results show that the educational games are good to increase students' learning motivations in formal learning. It seems quite workable, however, is it also true if we want to apply the concepts to business? Or, does it still have effects to on-job-training and orientation in business? This research focuses on the first question. The experience of trying to design and test a Game-Based Learning System, with a joy component, in a real corporation is challenging and risky. This paper shows how hard was to find a company willing to do this test, the negotiations involved, the legal issues and the extensive scrutiny imposed. Constant revisions and postponing, threatening of cancellation and misinformation about company resources needs continuous diplomacy and flexibility from researchers. Prejudice against computer games may play an important barrier and an unfair advantage towards traditional training deliveries.
机译:教育游戏已经被许多研究人员广泛开发和测试。大多数结果表明,教育游戏对增加学生在正规学习中的学习动机很有帮助。但是,如果我们想将这些概念应用于业务,这似乎是可行的吗?还是对企业的在职培训和入职培训有影响?这项研究集中在第一个问题上。在真实的公司中尝试设计和测试带有欢乐成分的基于游戏的学习系统的经验是充满挑战和风险的。本文显示了找到一家愿意进行这项测试的公司有多么困难,涉及的谈判,法律问题以及受到的广泛审查。不断的修订和推迟,威胁要取消和关于公司资源的错误信息,需要研究人员持续不断的外交和灵活性。对计算机游戏的偏见可能对传统培训的交付起到重要的障碍和不公平的优势。

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