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篇名 |
国外电子游戏教育应用的理论研究综述
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並列篇名 | A Review of Research on Educational Applications of Electronic Games |
作者 | 卞云波、李艺 |
中文摘要 | 如今,游戏和学习的研究已经引起了教育专家们的关注,成为新时期教与学理论与实践研究的一大焦点。本文采用文献调研的方法梳理了国外有关电子游戏教育应用的理论研究成果,主要聚焦于八个方面:1)游戏激发快乐学习、动机学习并沉浸学习;2)游戏可作为符号学以及知识领域的学习;3)游戏培养解决问题的技能;4)游戏提供不同领域的体验及能力之间的转换;5)游戏社区被看作网络学习社区;6)游戏提供了多重身份学习;7)游戏激发创造性和批判性思维潜力;8)玩游戏可引发反思与学习。作者围绕这八个方面来评析各个理论成果的实践意义,并对如何将这些理论渗透于教育游戏设计开发中进行了展望。 |
英文摘要 | Educational uses of games are attracting attentions of education experts.It has also become a major research focus.This paper uses literature review to summerize basic theories in the world about educational uses of gaming. The main theoretical perspectives include:1)Game can inspire a happy learning,motivate learning and immersion learning;2)Game can be taken as a type of learning in semiotics as well as the field of knowledge;3)Game can foster problemsolving skills;4)Game provides a different experience and the convert among different abilities;5)Gaming community is seen as virtual learning communities;6)Game provides a study of multiple identities;7)Game inspires creativity and critical thinking;8)Game can cause reflection and learning.The paper also evaluaes the practical implications of each theory,and how such theories can be used to guide the design of future games. |
起訖頁 | 93-97 |
關鍵詞 | 电子游戏、学习动机、问题解决、批判性思维、反思性学习、electronic games、motivation to learn、problem solving skill、critical thinking、reflective learning |
刊名 | 開放教育研究 |
期數 | 200902 (15:1期) |
出版單位 | 上海遠程教育集團;上海電視大學 |
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| 网络游戏成瘾的抑制性因素测量量表研究 |
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| U-learning国际现状调查与分析 |