Constructivism, gamification, learning

Mara-Sinziana Pascu, Laurentiu Soitu
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Abstract

The option for the constructivist perspective of substantiating the article is encouraged, mainly, by the distinction between constructivism and objectivism regarding the construction of knowledge itself (Tam, Maureen, 2000), by the importance of the two dimensions of constructivism: cognitive and social (Piaget, 1950, Vîgotski, 1933, Kommers& Mayes, 1992, Von Glasersfeld, 1994). Learning is, therefore, knowledge built together (L. Șoitu, 2019) and does not exist outside the human mind (Duffy, T. M. & Jonassen, D. H, 1991).The game, through its purpose of bringing the ,,player” closer and involving him in reality, facilitates both knowledge and the path to experience. Constructivism becomes important in the conditions of new technologies, which can connect students for collaboration, but can also generate isolation their. Gamification becomes a real source of involvement, getting closer to reality through small steps, because playing with a didactic role is learning through assumption, motivation.
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建构主义,游戏化,学习
选择建构主义观点来充实文章,主要是由于在知识本身的建构方面,建构主义和客观主义之间的区别(Tam, Maureen, 2000),以及建构主义的两个维度:认知和社会的重要性(Piaget, 1950, v gotski, 1933, Kommers& Mayes, 1992, Von Glasersfeld, 1994)。因此,学习是建立在一起的知识(L. Șoitu, 2019),并且不存在于人类思维之外(Duffy, t.m. & Jonassen, D. H, 1991)。游戏的目的是拉近玩家的距离,让他们融入现实,促进知识和体验的发展。建构主义在新技术的条件下变得重要,它可以将学生联系起来进行合作,但也可以产生孤立。游戏化成为了参与的真正来源,通过小步接近现实,因为扮演教学角色是通过假设和动机来学习。
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