首页 > 最新文献

Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning最新文献

英文 中文
Gamification Design Principles and Mechanics to Improve Retention 提高留存率的游戏化设计原则和机制
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch040
R. Costello
The design and guidelines for gamification offer designers a range of solutions to provide empowerment and engagement to assist with retention within education. This chapter addresses a knowledge gap around the effective use while improving retention. With gaming mechanics as a driving point, specific design considerations were explored: badges, leader boards, points and levels, and challenges. The educator must think from the learner's perspective and find new ways of creating challenges and motivation techniques to provide value. Gamification, when applied to different disciplines, has the potential to facilitate the individual within learner-centricity. Current research indicates that gaming mechanics can encourage and motivate the learner while enriching their experience when applied to education.
游戏化的设计和指导方针为设计师提供了一系列解决方案,以提供授权和参与,以帮助在教育中保留。本章解决了在提高留存率的同时有效使用的知识鸿沟。以游戏机制为驱动点,我们探索了具体的设计考虑因素:徽章、排行榜、积分、关卡和挑战。教育者必须从学习者的角度思考,找到创造挑战和激励技术的新方法来提供价值。当应用于不同学科时,游戏化有可能促进以学习者为中心的个人。目前的研究表明,游戏机制可以鼓励和激励学习者,并在应用于教育时丰富他们的经验。
{"title":"Gamification Design Principles and Mechanics to Improve Retention","authors":"R. Costello","doi":"10.4018/978-1-7998-7271-9.ch040","DOIUrl":"https://doi.org/10.4018/978-1-7998-7271-9.ch040","url":null,"abstract":"The design and guidelines for gamification offer designers a range of solutions to provide empowerment and engagement to assist with retention within education. This chapter addresses a knowledge gap around the effective use while improving retention. With gaming mechanics as a driving point, specific design considerations were explored: badges, leader boards, points and levels, and challenges. The educator must think from the learner's perspective and find new ways of creating challenges and motivation techniques to provide value. Gamification, when applied to different disciplines, has the potential to facilitate the individual within learner-centricity. Current research indicates that gaming mechanics can encourage and motivate the learner while enriching their experience when applied to education.","PeriodicalId":355025,"journal":{"name":"Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114967501","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Gamification Strategies for Higher Education Student Worker Training 高等教育学生工作者培训的游戏化策略
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch009
Emily Guetzoian
This chapter discusses gamification strategies in the context of higher education student worker training. Specifically, it builds on the concepts of gamification in corporate training contexts and gamification in the academic classroom environment. It also considers various options to support gamified training content and methods to support student worker engagement and knowledge retention. It explains how these strategies relate to the concept of information literacy for an adult, higher education population. This chapter is ideal for higher education staff, faculty, or administrators who design training curricula for student workers.
本章讨论了高等教育学生工作者培训中的游戏化策略。具体来说,它建立在企业培训环境中的游戏化和学术课堂环境中的游戏化概念的基础上。它还考虑了支持游戏化培训内容和方法的各种选项,以支持学生工作者的参与和知识保留。它解释了这些策略如何与成人高等教育人群的信息素养概念相关联。本章是为学生工作者设计培训课程的高等教育工作人员、教师或管理人员的理想读物。
{"title":"Gamification Strategies for Higher Education Student Worker Training","authors":"Emily Guetzoian","doi":"10.4018/978-1-7998-7271-9.ch009","DOIUrl":"https://doi.org/10.4018/978-1-7998-7271-9.ch009","url":null,"abstract":"This chapter discusses gamification strategies in the context of higher education student worker training. Specifically, it builds on the concepts of gamification in corporate training contexts and gamification in the academic classroom environment. It also considers various options to support gamified training content and methods to support student worker engagement and knowledge retention. It explains how these strategies relate to the concept of information literacy for an adult, higher education population. This chapter is ideal for higher education staff, faculty, or administrators who design training curricula for student workers.","PeriodicalId":355025,"journal":{"name":"Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115557969","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Learning Coding Through Gaming 通过游戏学习编程
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch045
J. Kellinger
This chapter begins by arguing that computational thinking and coding should be included as two more C's in the Partnership for 21st Century Learning's list of essential skills. It does so by examining how coding and computational thinking can be used to manipulate people. It argues that gaming uses all the C's, including the two new ones proposed. It then explores connections between playing video games and computer programming. It claims that game-based learning would be an optimal way to leverage these connections to teach coding and describes ways in which to do so, including specific challenges that could be included in game-based learning and a sequence of introducing them so students can “level up.” It briefly examines different coding games and describes ways in which educators can create their own coding games. It concludes by arguing that educators can make the connections between gamer thinking and computational thinking visible, use games designed to teach coding, or create their own coding games to take advantage of near transfer.
本章首先提出,计算思维和编码应该作为另外两个C被列入21世纪学习伙伴关系的基本技能清单。它通过研究编码和计算思维如何被用来操纵人们来做到这一点。它认为游戏使用了所有的C,包括两个新提出的C。然后,它探讨了玩电子游戏和计算机编程之间的联系。它声称基于游戏的学习将是利用这些联系来教授编程的最佳方式,并描述了这样做的方法,包括可以包含在基于游戏的学习中的特定挑战,以及一系列介绍它们的方法,以便学生能够“升级”。它简要介绍了不同的编码游戏,并描述了教育工作者可以创建自己的编码游戏的方法。文章的结论是,教育工作者可以让玩家思维和计算思维之间的联系变得清晰,使用设计来教授编程的游戏,或者创造自己的编程游戏来利用近迁移。
{"title":"Learning Coding Through Gaming","authors":"J. Kellinger","doi":"10.4018/978-1-7998-7271-9.ch045","DOIUrl":"https://doi.org/10.4018/978-1-7998-7271-9.ch045","url":null,"abstract":"This chapter begins by arguing that computational thinking and coding should be included as two more C's in the Partnership for 21st Century Learning's list of essential skills. It does so by examining how coding and computational thinking can be used to manipulate people. It argues that gaming uses all the C's, including the two new ones proposed. It then explores connections between playing video games and computer programming. It claims that game-based learning would be an optimal way to leverage these connections to teach coding and describes ways in which to do so, including specific challenges that could be included in game-based learning and a sequence of introducing them so students can “level up.” It briefly examines different coding games and describes ways in which educators can create their own coding games. It concludes by arguing that educators can make the connections between gamer thinking and computational thinking visible, use games designed to teach coding, or create their own coding games to take advantage of near transfer.","PeriodicalId":355025,"journal":{"name":"Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123676202","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Educational Video Games for Learning English Vocabulary 学习英语词汇的教育电子游戏
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch024
Jianshu Qiao, John R. Woodward, A. S. Alam
Researchers have been exploring the potential of educational video games for learning English vocabulary. The primary focus is on two questions: (1) Can educational video games motivate students to learn English vocabulary (which explores students' attitudes)? and (2) Are educational video games effective in acquiring English vocabulary (which explores learning outcomes)? Good quality empirical research on this is rare because of the shortage of games specific to educational purposes. In addition, although some researchers have contributed to answering these two questions, their methodology is not convincing. Therefore, this chapter aims to provide an overview of their methodologies by introducing participant groups, popular educational video games, pre-test, post-test, and data analysis. Finally, this chapter will inspire researchers to conduct more reliable empirical research, thereby making better-found contributions to the field.
研究人员一直在探索教育电子游戏在学习英语词汇方面的潜力。主要关注两个问题:(1)教育性电子游戏能否激发学生学习英语词汇(探究学生的态度)?(2)教育性电子游戏在获取英语词汇(探索学习成果)方面是否有效?由于缺乏专门针对教育目的的游戏,所以关于这方面的高质量实证研究很少。此外,尽管一些研究人员对回答这两个问题做出了贡献,但他们的方法并不令人信服。因此,本章旨在通过介绍参与者群体、流行的教育视频游戏、前测试、后测试和数据分析来概述他们的方法。最后,本章将激励研究者进行更可靠的实证研究,从而为该领域做出更好的贡献。
{"title":"Educational Video Games for Learning English Vocabulary","authors":"Jianshu Qiao, John R. Woodward, A. S. Alam","doi":"10.4018/978-1-7998-7271-9.ch024","DOIUrl":"https://doi.org/10.4018/978-1-7998-7271-9.ch024","url":null,"abstract":"Researchers have been exploring the potential of educational video games for learning English vocabulary. The primary focus is on two questions: (1) Can educational video games motivate students to learn English vocabulary (which explores students' attitudes)? and (2) Are educational video games effective in acquiring English vocabulary (which explores learning outcomes)? Good quality empirical research on this is rare because of the shortage of games specific to educational purposes. In addition, although some researchers have contributed to answering these two questions, their methodology is not convincing. Therefore, this chapter aims to provide an overview of their methodologies by introducing participant groups, popular educational video games, pre-test, post-test, and data analysis. Finally, this chapter will inspire researchers to conduct more reliable empirical research, thereby making better-found contributions to the field.","PeriodicalId":355025,"journal":{"name":"Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124587456","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Virtual Training for Scuba Divers 水肺潜水员虚拟训练
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch048
A. Correia, Pedro B. Água
Virtual reality (VR) is a technology that is becoming more common for applications in the field of education and training. VR can be used to create simulated two- and three-dimensional scenarios, promoting interactions between the user and the environment, which allows experiencing virtual training situations very close to real actions. The aim of this text is to describe the development of a teaching and training tool using VR technology for scuba divers' operations within the aquatic context for enhancing critical thinking. To this end, a survey of requirements based on real procedures was carried out in order to transpose them into a synthetic environment. After the construction of the artefact, it was tested and evaluated by qualified users, and the results are promising.
虚拟现实(VR)技术在教育和培训领域的应用越来越普遍。VR可用于创建模拟的二维和三维场景,促进用户与环境之间的交互,从而可以体验非常接近真实动作的虚拟训练情境。本文的目的是描述使用VR技术的教学和培训工具的发展,用于水肺潜水员在水生环境下的操作,以增强批判性思维。为此目的,对基于实际程序的需求进行了调查,以便将它们转换为合成环境。人工制品构建完成后,由合格的用户对其进行了测试和评价,结果令人满意。
{"title":"Virtual Training for Scuba Divers","authors":"A. Correia, Pedro B. Água","doi":"10.4018/978-1-7998-7271-9.ch048","DOIUrl":"https://doi.org/10.4018/978-1-7998-7271-9.ch048","url":null,"abstract":"Virtual reality (VR) is a technology that is becoming more common for applications in the field of education and training. VR can be used to create simulated two- and three-dimensional scenarios, promoting interactions between the user and the environment, which allows experiencing virtual training situations very close to real actions. The aim of this text is to describe the development of a teaching and training tool using VR technology for scuba divers' operations within the aquatic context for enhancing critical thinking. To this end, a survey of requirements based on real procedures was carried out in order to transpose them into a synthetic environment. After the construction of the artefact, it was tested and evaluated by qualified users, and the results are promising.","PeriodicalId":355025,"journal":{"name":"Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121192637","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Educators as Facilitators of Game-Based Learning 教育工作者作为基于游戏的学习的促进者
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch028
J. Reuter, M. Ferreira Dias, M. Amorim, M. Madaleno, C. Veloso
Innovative educational methods such as gamification are gaining ground in more formal environments and have great potential to improve learning in education. However, the implementation of this strategy in the classroom is assumed to be a complex practice for beginners and requires the development of new competencies by educators. This chapter aims to contribute to the advancement of knowledge about the main competencies needed for educators to perform as facilitators of educational games. The study was developed through critical literature review, interviews, and questionnaires. The outcome is the development of a framework of competencies of an educator willing to use game-based learning. The study highlights the importance of institutional support to boost the development of pedagogical, technological, and social skills among educators. The conclusions of the chapter are valuable for educators aiming to adopt game-based learning and to higher education decision makers committed to expanding innovative learning contexts on their institutions.
创新的教育方法,如游戏化,在更正式的环境中获得了发展,并具有改善教育学习的巨大潜力。然而,对于初学者来说,在课堂上实施这一策略是一项复杂的实践,需要教育者培养新的能力。本章旨在促进教育工作者作为教育游戏促进者所需的主要能力知识的进步。该研究是通过批判性文献综述、访谈和问卷调查进行的。其结果是发展出愿意使用基于游戏的学习的教育工作者的能力框架。该研究强调了机构支持对促进教育工作者的教学、技术和社会技能发展的重要性。本章的结论对于致力于采用基于游戏的学习的教育工作者和致力于在其机构中扩展创新学习环境的高等教育决策者来说是有价值的。
{"title":"Educators as Facilitators of Game-Based Learning","authors":"J. Reuter, M. Ferreira Dias, M. Amorim, M. Madaleno, C. Veloso","doi":"10.4018/978-1-7998-7271-9.ch028","DOIUrl":"https://doi.org/10.4018/978-1-7998-7271-9.ch028","url":null,"abstract":"Innovative educational methods such as gamification are gaining ground in more formal environments and have great potential to improve learning in education. However, the implementation of this strategy in the classroom is assumed to be a complex practice for beginners and requires the development of new competencies by educators. This chapter aims to contribute to the advancement of knowledge about the main competencies needed for educators to perform as facilitators of educational games. The study was developed through critical literature review, interviews, and questionnaires. The outcome is the development of a framework of competencies of an educator willing to use game-based learning. The study highlights the importance of institutional support to boost the development of pedagogical, technological, and social skills among educators. The conclusions of the chapter are valuable for educators aiming to adopt game-based learning and to higher education decision makers committed to expanding innovative learning contexts on their institutions.","PeriodicalId":355025,"journal":{"name":"Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125741745","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A Game-Based Content and Language-Integrated Learning Practice for Environmental Awareness (ENVglish) 基于游戏的内容与语言结合的环境意识学习实践(英语)
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch027
Meltem Huri Baturay, Ahmet Erdost Yastıbaş, Gonca Yangın Ekşi, Cafer Ahmet Çinar
Increasing human activities in the environment have created severe effects; therefore, handling such effects by raising environmental awareness through several ways has become significant to sustain the environment, which can enhance 21st century skills including critical thinking and information literacy. Digital games can be used for this because they create an environment for learning with higher engagement, motivation, and excitement besides fostering cognitive attainment and retention. Accordingly, a mobile game-based content and language-integrated learning practice (an educational digital game called ENVglish) was developed to raise EFL students' environmental awareness in this qualitative study. During the design and development phases of the game, students' and teachers' perceptions regarding it were collected with semi-structured interviews. The data were content analyzed. The findings indicated that both students and teachers had positive perceptions about the game and that students could improve their English and have environmental awareness with the game.
越来越多的人类活动对环境造成了严重的影响;因此,通过几种方式提高环境意识来处理这些影响对于维持环境至关重要,这可以提高21世纪的技能,包括批判性思维和信息素养。数字游戏可以做到这一点,因为它们创造了一个具有更高粘性、动机和兴奋感的学习环境,除了培养认知成就和留存率。因此,在本定性研究中,我们开发了一种基于手机游戏的内容和语言整合学习实践(一种名为“英语”的教育数字游戏)来提高英语学生的环境意识。在游戏的设计和开发阶段,我们通过半结构化访谈收集了学生和老师对游戏的看法。对数据进行内容分析。调查结果表明,学生和老师对游戏都有积极的看法,学生可以通过游戏提高英语水平和环境意识。
{"title":"A Game-Based Content and Language-Integrated Learning Practice for Environmental Awareness (ENVglish)","authors":"Meltem Huri Baturay, Ahmet Erdost Yastıbaş, Gonca Yangın Ekşi, Cafer Ahmet Çinar","doi":"10.4018/978-1-7998-7271-9.ch027","DOIUrl":"https://doi.org/10.4018/978-1-7998-7271-9.ch027","url":null,"abstract":"Increasing human activities in the environment have created severe effects; therefore, handling such effects by raising environmental awareness through several ways has become significant to sustain the environment, which can enhance 21st century skills including critical thinking and information literacy. Digital games can be used for this because they create an environment for learning with higher engagement, motivation, and excitement besides fostering cognitive attainment and retention. Accordingly, a mobile game-based content and language-integrated learning practice (an educational digital game called ENVglish) was developed to raise EFL students' environmental awareness in this qualitative study. During the design and development phases of the game, students' and teachers' perceptions regarding it were collected with semi-structured interviews. The data were content analyzed. The findings indicated that both students and teachers had positive perceptions about the game and that students could improve their English and have environmental awareness with the game.","PeriodicalId":355025,"journal":{"name":"Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning","volume":"94 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125177445","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Interactive Multimedia Experiences in Higher Education 高等教育中的交互式多媒体体验
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch010
Patrícia Gouveia, L. Lima, Anna Unterholzner
This chapter presents experiences in using gaming and interactive media in higher education environments since 2017 culminating in the 2020/21 years when the COVID-19 pandemic forced teachers and students to adopt different work methodologies. Participatory design strategies merged with a tradition of critical and interdisciplinary studies in humanities mediated by online technologies helped shape these strategies enhanced by the cooperation from three different faculties from Lisbon University in Portugal (Universidade de Lisboa, UL), namely FBAUL, IST, and IGOT. The aim of these experiments was to augment the potential for innovation and research taking advantage of gaming research methodologies to involve teachers and students in a common context. This chapter also shows research done in interactive media, augmented and virtual reality, game art, and gender equity. The year 2020 showed how institutional collaboration can open learning spaces to a more focused approach on the interests of young people and to promote a more sustainable and dynamic future.
本章介绍了自2017年以来在高等教育环境中使用游戏和互动媒体的经验,最终在2020/21年度达到高潮,当时COVID-19大流行迫使教师和学生采用不同的工作方法。参与式设计策略与在线技术介导的人文学科批判性和跨学科研究传统相结合,帮助形成了这些策略,并得到了葡萄牙里斯本大学(Universidade de Lisbon, UL)三个不同学院(faul, IST和IGOT)的合作。这些实验的目的是增强创新和研究的潜力,利用游戏研究方法让教师和学生参与到共同的环境中。本章还展示了在互动媒体、增强现实和虚拟现实、游戏艺术和性别平等方面所做的研究。2020年展示了机构合作如何开放学习空间,以更加关注年轻人的利益,并促进更可持续和更有活力的未来。
{"title":"Interactive Multimedia Experiences in Higher Education","authors":"Patrícia Gouveia, L. Lima, Anna Unterholzner","doi":"10.4018/978-1-7998-7271-9.ch010","DOIUrl":"https://doi.org/10.4018/978-1-7998-7271-9.ch010","url":null,"abstract":"This chapter presents experiences in using gaming and interactive media in higher education environments since 2017 culminating in the 2020/21 years when the COVID-19 pandemic forced teachers and students to adopt different work methodologies. Participatory design strategies merged with a tradition of critical and interdisciplinary studies in humanities mediated by online technologies helped shape these strategies enhanced by the cooperation from three different faculties from Lisbon University in Portugal (Universidade de Lisboa, UL), namely FBAUL, IST, and IGOT. The aim of these experiments was to augment the potential for innovation and research taking advantage of gaming research methodologies to involve teachers and students in a common context. This chapter also shows research done in interactive media, augmented and virtual reality, game art, and gender equity. The year 2020 showed how institutional collaboration can open learning spaces to a more focused approach on the interests of young people and to promote a more sustainable and dynamic future.","PeriodicalId":355025,"journal":{"name":"Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133438143","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Using Custom-Built, Small-Scale Educational Solutions to Teach Qualitative Research Literacy 使用定制的小规模教育解决方案来教授定性研究素养
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch046
Géraldine Bengsch
This chapter considers ways in which educators can create their own educational applications to integrate into their teaching. It is argued that interactive uses of technology can aid student engagement and encourage uptake of skills presented to them. Today, tools available allow everyone to create not only static websites, but also functional applications. It is possible to get started without knowing how to code, empowering anyone with an interest in technology to become a creator. While these no and low code solutions may come with some restrictions, they may encourage users to explore more traditional ways to engage with code and its possibilities for teaching. The chapter aims to encourage readers to look at technology as a creative practice to include into their teaching. It suggests strategies to help readers select the most appropriate tool for their projects.
本章考虑了教育工作者可以创建自己的教育应用程序以整合到他们的教学中的方法。有人认为,技术的交互式使用可以帮助学生参与并鼓励他们学习所呈现的技能。今天,可用的工具不仅可以让每个人创建静态网站,还可以创建功能应用程序。不知道如何编码也可以开始,让任何对技术感兴趣的人都能成为创造者。虽然这些无代码和低代码解决方案可能会有一些限制,但它们可能会鼓励用户探索更传统的方式来参与代码及其教学的可能性。本章旨在鼓励读者将技术视为一种创造性的实践,以纳入他们的教学。它提出了一些策略来帮助读者为他们的项目选择最合适的工具。
{"title":"Using Custom-Built, Small-Scale Educational Solutions to Teach Qualitative Research Literacy","authors":"Géraldine Bengsch","doi":"10.4018/978-1-7998-7271-9.ch046","DOIUrl":"https://doi.org/10.4018/978-1-7998-7271-9.ch046","url":null,"abstract":"This chapter considers ways in which educators can create their own educational applications to integrate into their teaching. It is argued that interactive uses of technology can aid student engagement and encourage uptake of skills presented to them. Today, tools available allow everyone to create not only static websites, but also functional applications. It is possible to get started without knowing how to code, empowering anyone with an interest in technology to become a creator. While these no and low code solutions may come with some restrictions, they may encourage users to explore more traditional ways to engage with code and its possibilities for teaching. The chapter aims to encourage readers to look at technology as a creative practice to include into their teaching. It suggests strategies to help readers select the most appropriate tool for their projects.","PeriodicalId":355025,"journal":{"name":"Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning","volume":"222 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132619111","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Minecraft and Elementary Literacy Learning 《我的世界》和初级识字学习
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch017
Sam von Gillern, Carolyn J. Stufft, R. Marlatt, L. Nadolny
This research examines the perceptions and instructional ideas of preservice teachers as relates to using Minecraft, a popular video game, to facilitate game-based learning opportunities in their future elementary classrooms. The participants were 21 preservice teachers who played Minecraft as part of a teacher preparation program course and then completed essays on their experiences with the game and its potential to support student learning in the elementary English language arts classroom. These essays were coded and analyzed for themes. Three primary results were found in data analysis. First, three groups emerged from the data with each group indicating either no interest, some interest, or high interest in using Minecraft in their future teaching. Second, the preservice teachers illustrated various potential instructional strategies for integrating the game into the classroom, and third, participants identified a variety of ways that Minecraft integration can support English language arts instruction and learning.
本研究考察了职前教师在使用流行视频游戏《我的世界》(Minecraft)以促进他们未来小学课堂上基于游戏的学习机会方面的看法和教学理念。参与者是21名职前教师,他们玩《我的世界》是教师准备课程的一部分,然后完成了关于他们玩游戏的经历及其在小学英语语言艺术课堂上支持学生学习的潜力的论文。对这些文章进行了编码和主题分析。在数据分析中发现了三个主要结果。首先,从数据中出现了三个小组,每个小组都表示对在未来的教学中使用Minecraft没有兴趣,有兴趣或非常感兴趣。第二,职前教师说明了将游戏融入课堂的各种潜在教学策略,第三,参与者确定了将《我的世界》融入英语语言艺术教学和学习的各种方式。
{"title":"Minecraft and Elementary Literacy Learning","authors":"Sam von Gillern, Carolyn J. Stufft, R. Marlatt, L. Nadolny","doi":"10.4018/978-1-7998-7271-9.ch017","DOIUrl":"https://doi.org/10.4018/978-1-7998-7271-9.ch017","url":null,"abstract":"This research examines the perceptions and instructional ideas of preservice teachers as relates to using Minecraft, a popular video game, to facilitate game-based learning opportunities in their future elementary classrooms. The participants were 21 preservice teachers who played Minecraft as part of a teacher preparation program course and then completed essays on their experiences with the game and its potential to support student learning in the elementary English language arts classroom. These essays were coded and analyzed for themes. Three primary results were found in data analysis. First, three groups emerged from the data with each group indicating either no interest, some interest, or high interest in using Minecraft in their future teaching. Second, the preservice teachers illustrated various potential instructional strategies for integrating the game into the classroom, and third, participants identified a variety of ways that Minecraft integration can support English language arts instruction and learning.","PeriodicalId":355025,"journal":{"name":"Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning","volume":"130 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115456484","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
期刊
Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1