Game-Based Teaching and Learning in Higher Education

M. Mahruf C. Shohel, M. Ashrafuzzaman, Iffat Naomee, Sanjida Akter Tanni, Farhan Azim
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引用次数: 2

Abstract

Game-based pedagogies use games for achieving learning outcomes by guiding the learners through specific tasks, which can be digital and/or non-digital and can promote deep meaningful learning. Therefore, the design of game-based learning helps learners to engage in the meaning-making process and ensure better participation. As the boundaries of classroom learning become blurred through blended or hybrid learning approaches, game-based learning enhances digital literacies for digital natives to prepare them for building a knowledge economy. By exploring existing literature, this chapter highlights how technology can support teachers and learners to go beyond their existing pedagogical boundaries by focusing on ways games may serve as digital sources of learning. It also explores the role game-based pedagogies and digital learning design frameworks play in enhancing learner engagement, collaboration, and cultural understanding.
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高等教育中的游戏教学
基于游戏的教学法通过引导学习者完成特定的任务来实现学习成果,这些任务可以是数字的和/或非数字的,可以促进有意义的深度学习。因此,基于游戏的学习设计有助于学习者参与到意义创造过程中,并确保更好的参与。随着课堂学习的界限通过混合或混合学习方法变得模糊,基于游戏的学习增强了数字原住民的数字素养,使他们为建立知识经济做好准备。通过探索现有文献,本章强调了技术如何通过关注游戏作为数字学习资源的方式来支持教师和学习者超越现有的教学界限。它还探讨了基于游戏的教学法和数字学习设计框架在增强学习者参与、协作和文化理解方面的作用。
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