首页> 外文会议>International Technology,Education and Development Conference >(144)TOWARDS AN ADOPTION FRAMEWORK FOR DIGITAL GAMEBASEDLEARNING ACROSS INFORMATION SYSTEMS CURRICULAAT TERTIARY EDUCATION INSTITUTIONS
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(144)TOWARDS AN ADOPTION FRAMEWORK FOR DIGITAL GAMEBASEDLEARNING ACROSS INFORMATION SYSTEMS CURRICULAAT TERTIARY EDUCATION INSTITUTIONS

机译:(144)朝着跨信息系统课程课程学业教育机构的数字GameBaseSearning的采用框架

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Digital Game Based Learning (DGBL) is the concept that Digital Games can be used tofacilitate traditional methods of learning, either in a formal classroom setting or in aninformal learning environment such as the learner’s home or an institutions computerlaboratory. The advantages that DGBL brings to any learning environment includesheightened engagement, an interactive learning process, adaptability to subject matterand a learning style suited to modern learners.Whilst there may be some resistance to implementing DGBL, using gaming as a meansto learn is by no means a new occurrence. Games have been part and parcel of ourdaily-lives for the majority of our existence. During the 20th century certain traditionalgames were transformed into digital versions and new digital games were createdspurned on through the introduction of the computer, the internet and mobile phoneswhich have put these digital games within the reach of billions of people around theplanet. The 18-25 year old youth market, which is the main target market of tertiaryeducation institutions and constitutes the term ‘modern learner’, are well-schooled inusing and interacting with digital technologies of this nature and as such are not onlywilling to but more importantly want to learn by more engaging and entertainment meanssuch as DGBL.The pervasiveness, as well as the engaging and entertaining nature of digital games, hasled to concept of digital game-based learning (DGBL). The motivational power of digitalgames as well as their ability to let learners ‘learn by doing’ makes then very attractivelearning tools. As such, digital games are no longer viewed as simply being of value forentertainment purposes but also for educational purposes. This has lead to DGBLreceiving widespread attention, both in corporate and educational arenas. Digital gamebasedlearning provides universities not only with innovative learning methods but alsowith a competitive advantage. Digital game-based learning should be introduced for adulteducation and that universities can and should use digital gaming as a new form ofinnovative learning. Since the introduction of the digital gaming industry, it has grown to asubstantial industry that has an important role to play in the evolution of the curriculum forany Information Systems courses.While research into the use of digital games in education is relatively novel it is growingrapidly. Historical DGBL research has predominantly focused mostly on proving DGBL’seffectiveness rather than exploring why and how they are effective as well as what heterms “prescription” which refers to how to implement DBGL. Additionally, although theconcept of adoption frameworks is widespread within the academic community, given therelatively immature nature of DGBL adoption within educational and corporateinstitutions, it is important to develop a DGBL-specific adoption framework which can beused by educational institutions wishing to implement DGBL as part of their curriculum.
机译:数字基于游戏的学习(DGBL)是概念,数字游戏可以学习使用tofacilitate传统的方法,无论是在正规的课堂设置或aninformal学习环境,如学习者的家中或机构computerlaboratory。这DGBL带来任何的学习环境includesheightened参与,互动的学习过程,适应性受到matterand适合现代learners.Whilst学习风格有可能会实现DGBL,使用游戏作为,克制一些阻力的优点学习绝不是一个新发生。游戏已经ourdaily-生活为广大生存的重要组成部分。在二十世纪的某些traditionalgames转化成数字版本和新的数字游戏是createdspurned通过引进计算机,网络和移动phoneswhich已经把这些数字游戏的数十亿围绕这个星球的人力所能及。在18-25岁的年轻人的市场,这是tertiaryeducation机构的主要目标市场,并构成术语“现代学习者,是公教育的inusing与这种性质的数字技术进行交互,因此不onlywilling到,但更重要的是想更具有吸引力和娱乐meanssuch为DGBL.The普及,以及数字游戏,hasled以诚为本游戏的数字化学习(DGBL)的概念,配合和娱乐的天性来学习。 digitalgames的动机功率以及他们的能力,让学习者使得然后很attractivelearning工具“边干边学”。因此,数字游戏不再是简单地视作是价值forentertainment目的,同时也为教育目的。这导致了DGBLreceiving广泛关注,无论是在企业和教育领域。数字gamebasedlearning不仅提供了创新的学习方法,但alsowith竞争优势的大学。数字游戏式学习应该引入成人教育和大学可以而且应该用数字游戏作为一种新的形式ofinnovative学习。由于引入了数字游戏产业,它已成长为具有在课程信息任何在录系统courses.While研究在教育中使用的数字游戏的发展中发挥了重要的作用asubstantial行业是比较新颖的是growingrapidly。历史DGBL研究主要主要集中在证明DGBL'seffectiveness,而不是探讨为什么以及如何有效以及什么heterms“药方”是指如何实现DBGL。此外,虽然采用框架theconcept是学术界普遍,鉴于内的教育和corporateinstitutions DGBL采用therelatively不成熟的性质,制定了DGBL特异性采用框架,它可以通过希望实施DGBL作为一部分教育机构beused是非常重要的他们的课程。

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