Experimenting with GAME OVER to create processes of reflection and academic inquiry

Camilla Jensen, Susanne Dau
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Abstract

Educations are challenged in their effort to facilitate students learning when it comes to especially processes of reflection. Also in a Problem-Based Learning context, errors often cause a lack of motivation, that gives reflection processes and academic inquiry difficult conditions Game-Based Learning is thus suggested as a learning strategy which can address these learning needs though a procedural rhetoric. Furthermore, Game-Based Learning is found to affords students risk taking and engagement in learning activities However, a literature review of empirical studies of Game-Based Learning reveals existing gaps in the literature. There are missing models for how academic activities can be enhanced through the use of Game-Based Learning, here especially the transformation of “Game Over” elements into a learning environment based on physical Game objects. This study aims to describe learning situations where the academic focal point is a reflective and innovative writing process through gaming principles. The study design aims to identify what impact Game-Based Learning have on facilitating academic literacy to create processes of reflection. Based on two cases, the empirical data are retrieved from video observations during a period of 1 year. A qualitative content analysis and interpretation of the collected data reveals how the use of “Game Over” strengthens the depth of the students' writing through a reflective and metacognitive approach to the task. As a contribution to the existing knowledge, this paper presents a Procedural Rhetoric for how to work with a “Game Over” strategy to facilitate academic literacy and thereby create processes of reflection in a physical context.
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用GAME OVER进行实验,创造反思和学术探究的过程
教育在促进学生学习的过程中受到了挑战,尤其是在反思的过程中。此外,在基于问题的学习环境中,错误通常会导致缺乏动机,从而使反思过程和学术探究变得困难,因此,基于游戏的学习被认为是一种学习策略,可以通过程序修辞来解决这些学习需求。此外,研究发现,基于游戏的学习可以让学生承担风险并参与到学习活动中。然而,对基于游戏的学习的实证研究的文献回顾揭示了文献中存在的空白。关于如何通过使用基于游戏的学习来加强学术活动,特别是将“游戏结束”元素转化为基于物理游戏对象的学习环境,目前还缺乏模型。本研究旨在描述学习情境,其中学术焦点是通过游戏原则进行反思和创新的写作过程。研究设计旨在确定基于游戏的学习对促进学术素养创造反思过程的影响。基于两个案例,从1年的视频观测中检索了经验数据。对收集到的数据进行定性的内容分析和解释,揭示了“Game Over”的使用如何通过对任务的反思和元认知方法来加强学生写作的深度。作为对现有知识的贡献,本文提出了一种程序修辞学,说明如何使用“游戏结束”策略来促进学术素养,从而在物理语境中创造反思过程。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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