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
The Process of Prosocial Behavior Between Players/Characters in Digital Games 数字游戏中玩家/角色之间的亲社会行为过程
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch043
Jihyon Lim
To understand the influence of video games on the player, several important questions must be answered. First, what accounts for the higher level of engagement in digital games relative to other entertainment media? Furthermore, what kind of experience does the player have during gameplay? Specifically, what does the player think when he or she interacts with other characters in the game? This study examines digital games with a focus on the interaction between the game itself and the person playing it. Among the various social behaviors elicited by digital games, much attention has been given to players' prosocial behavior within the context of a game's virtual world. A multidimensional view of behavior is used to analyze the game's situational contexts and players' interpretation of behavior.
为了理解电子游戏对玩家的影响,我们必须回答几个重要的问题。首先,相对于其他娱乐媒体,数字游戏的用户粘性为何更高?此外,玩家在游戏过程中会有什么样的体验?具体来说,当玩家与游戏中的其他角色互动时,他们会怎么想?这项研究着眼于游戏本身与玩家之间的互动。在数字游戏引发的各种社会行为中,玩家在游戏虚拟世界中的亲社会行为一直备受关注。行为的多维视角用于分析游戏的情境背景和玩家对行为的解释。
{"title":"The Process of Prosocial Behavior Between Players/Characters in Digital Games","authors":"Jihyon Lim","doi":"10.4018/978-1-7998-7271-9.ch043","DOIUrl":"https://doi.org/10.4018/978-1-7998-7271-9.ch043","url":null,"abstract":"To understand the influence of video games on the player, several important questions must be answered. First, what accounts for the higher level of engagement in digital games relative to other entertainment media? Furthermore, what kind of experience does the player have during gameplay? Specifically, what does the player think when he or she interacts with other characters in the game? This study examines digital games with a focus on the interaction between the game itself and the person playing it. Among the various social behaviors elicited by digital games, much attention has been given to players' prosocial behavior within the context of a game's virtual world. A multidimensional view of behavior is used to analyze the game's situational contexts and players' interpretation of behavior.","PeriodicalId":355025,"journal":{"name":"Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning","volume":"4 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":"121370607","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 Paradigm Shift in Higher Education 高等教育的范式转变
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch006
Vikas Salunkhe, Seena Thomas Kaithathara, D. M., Gowri Shankar R., Shabarisha N.
Game-based learning is widely followed at the school level in India, but the higher education system has been longer in adopting it. The pandemic situation has transformed teaching and learning processes from the traditional to the technical method, which requires a more versatile approach. Because of the rapid change from the offline mode to the online mode in higher education, there is little evidence available on the inefficiency of implementing the traditional system of teacher-centered education on online platforms. There comes a lot of the significance in of adapting technology-based games in order to engage and motivate students throughout their course of study. The aim of this chapter is to provide an overview of the effectiveness of game-based learning strategies over traditional learning methods. Moreover, the results of a cross-sectional study conducted by the authors in South Indian universities at the higher education level is included.
在印度,基于游戏的学习在学校层面得到了广泛的遵循,但高等教育系统采用它的时间较长。疫情已使教学和学习过程从传统方法转变为技术方法,这需要采取更全面的办法。由于高等教育从线下模式到线上模式的快速转变,很少有证据表明传统的以教师为中心的教育体系在网络平台上的实施效率低下。为了在整个学习过程中吸引和激励学生,改编基于技术的游戏具有许多重要意义。本章的目的是概述基于游戏的学习策略相对于传统学习方法的有效性。此外,本文还包括了作者在南印度大学高等教育水平进行的横断面研究的结果。
{"title":"A Paradigm Shift in Higher Education","authors":"Vikas Salunkhe, Seena Thomas Kaithathara, D. M., Gowri Shankar R., Shabarisha N.","doi":"10.4018/978-1-7998-7271-9.ch006","DOIUrl":"https://doi.org/10.4018/978-1-7998-7271-9.ch006","url":null,"abstract":"Game-based learning is widely followed at the school level in India, but the higher education system has been longer in adopting it. The pandemic situation has transformed teaching and learning processes from the traditional to the technical method, which requires a more versatile approach. Because of the rapid change from the offline mode to the online mode in higher education, there is little evidence available on the inefficiency of implementing the traditional system of teacher-centered education on online platforms. There comes a lot of the significance in of adapting technology-based games in order to engage and motivate students throughout their course of study. The aim of this chapter is to provide an overview of the effectiveness of game-based learning strategies over traditional learning methods. Moreover, the results of a cross-sectional study conducted by the authors in South Indian universities at the higher education level is included.","PeriodicalId":355025,"journal":{"name":"Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning","volume":"115 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":"123104376","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: 5
Effectiveness of Game-Based Learning as a Pedagogy Among the MBA Students 游戏教学法在MBA学生中的有效性
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch007
Karthigai Prakasam Chellaswamy, Nagarjuna Gururaj Rao, Sharon Varghese, Georgy P. Kurien, Sreedhara Raman, Anand Shankar Raja Manivannan
Game-based learning is an exciting and interactive tool used by many teachers across the globe. This research aims to check whether any significant change is found in the learning of the student before and after introducing game-based learning in classroom teaching. MBA students were identified as the target group for this research. The production dice game was used for this experiment. The teacher engaged the first session traditionally and later with the production dice game. Student learning was captured through a Google form before and after the game. The Google form had questions ranging from understanding to analyzing to application-level to capture exactly the effectiveness of game-based learning, Paired sample t-test was applied to check the before and after test results, and it was found that there was a significant change in the learning among the identified target group. Through this study, the authors conclude that game-based learning provides better results in student learning as compared to regular classroom teaching.
基于游戏的学习是一种令人兴奋的互动工具,被全球许多教师使用。本研究旨在检验在课堂教学中引入游戏学习前后,学生的学习是否有显著的变化。MBA学生被确定为本研究的目标群体。本实验使用的是生产骰子游戏。老师按照传统安排了第一节课,之后是制作骰子游戏。在比赛前后,通过谷歌表格记录了学生的学习情况。谷歌表格的问题范围从理解到分析再到应用层面,以准确捕捉基于游戏的学习的有效性,使用配对样本t检验来检查测试前后的结果,发现在确定的目标群体中有显著的学习变化。通过这项研究,作者得出结论,与常规课堂教学相比,基于游戏的学习对学生的学习效果更好。
{"title":"Effectiveness of Game-Based Learning as a Pedagogy Among the MBA Students","authors":"Karthigai Prakasam Chellaswamy, Nagarjuna Gururaj Rao, Sharon Varghese, Georgy P. Kurien, Sreedhara Raman, Anand Shankar Raja Manivannan","doi":"10.4018/978-1-7998-7271-9.ch007","DOIUrl":"https://doi.org/10.4018/978-1-7998-7271-9.ch007","url":null,"abstract":"Game-based learning is an exciting and interactive tool used by many teachers across the globe. This research aims to check whether any significant change is found in the learning of the student before and after introducing game-based learning in classroom teaching. MBA students were identified as the target group for this research. The production dice game was used for this experiment. The teacher engaged the first session traditionally and later with the production dice game. Student learning was captured through a Google form before and after the game. The Google form had questions ranging from understanding to analyzing to application-level to capture exactly the effectiveness of game-based learning, Paired sample t-test was applied to check the before and after test results, and it was found that there was a significant change in the learning among the identified target group. Through this study, the authors conclude that game-based learning provides better results in student learning as compared to regular classroom teaching.","PeriodicalId":355025,"journal":{"name":"Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning","volume":"15 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":"124586750","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
Amalgamation of Game-Based Learning With Interactive Instructional Strategies for Active Learner Engagement 游戏学习与互动教学策略的融合,促进学习者的积极参与
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch003
Ankit Dhamija, Deepika Dhamija
In recent years, the teaching-learning process in higher education has undergone unprecedented change. Learners from across the world can enroll in any university using online platforms. This learning freedom is fantastic for all stakeholders, but it raises some serious concerns, such as how to ensure effective learner engagement and make the learning experience meaningful for the learners. While technology has aided learning, it has also become a significant source of distraction for students, as they spend too much time on gadgets solely for entertainment. This necessitates innovative and engaging teaching styles from educators. Designing course content as a game makes learning more engaging as learners get a sense of motivation and accomplishment. However, aligning games with lesson plans, designing assessment criteria, and learning outcomes takes a significant amount of time and effort. Hence, this chapter proposes learner-centered interactive instructional strategies that employ GBL to pique learners' curiosity and recommends popular GBL platforms for creating educational games.
近年来,高等教育的教学过程发生了前所未有的变化。来自世界各地的学习者可以通过在线平台注册任何一所大学。这种学习自由对所有利益相关者来说都是美妙的,但它也引发了一些严重的问题,比如如何确保有效的学习者参与,并使学习体验对学习者有意义。虽然科技帮助了学习,但它也成为了学生们分心的一个重要来源,因为他们花了太多时间在电子产品上,只是为了娱乐。这就需要教育工作者创新和引人入胜的教学风格。将课程内容设计成游戏可以让学习变得更有吸引力,因为学习者会获得动力和成就感。然而,将游戏与课程计划结合起来,设计评估标准和学习结果需要花费大量的时间和精力。因此,本章提出了以学习者为中心的互动教学策略,利用GBL来激发学习者的好奇心,并推荐了流行的GBL平台来制作教育游戏。
{"title":"Amalgamation of Game-Based Learning With Interactive Instructional Strategies for Active Learner Engagement","authors":"Ankit Dhamija, Deepika Dhamija","doi":"10.4018/978-1-7998-7271-9.ch003","DOIUrl":"https://doi.org/10.4018/978-1-7998-7271-9.ch003","url":null,"abstract":"In recent years, the teaching-learning process in higher education has undergone unprecedented change. Learners from across the world can enroll in any university using online platforms. This learning freedom is fantastic for all stakeholders, but it raises some serious concerns, such as how to ensure effective learner engagement and make the learning experience meaningful for the learners. While technology has aided learning, it has also become a significant source of distraction for students, as they spend too much time on gadgets solely for entertainment. This necessitates innovative and engaging teaching styles from educators. Designing course content as a game makes learning more engaging as learners get a sense of motivation and accomplishment. However, aligning games with lesson plans, designing assessment criteria, and learning outcomes takes a significant amount of time and effort. Hence, this chapter proposes learner-centered interactive instructional strategies that employ GBL to pique learners' curiosity and recommends popular GBL platforms for creating educational games.","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":"122661181","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
Project-Oriented Game-Based Learning 以项目为导向的游戏学习
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch047
P. Brin, M. Shypilova
In this chapter, the authors investigate the potential of project-oriented game-based learning in making students of educational institutes more engaged and gain a deep understanding of the curriculum content. The literature review presents the main definitions and benefits of project-oriented game-based learning, followed by its contribution to improving the performance of students' training. The results of the research are based on testing the main statements of project-oriented game-based learning empirically – if it really can provide additional value for learners in higher education. The empirical data have been collected based on Ukrainian case study and allow the authors to prove the influence of project-oriented game-based learning on increasing students' engagement, satisfaction, performance, and improving learning outcomes. The main idea of the teaching project was to take as an object of the research a character from a fairytale and analyze its managerial activities. The chapter also analyzes the e-learning instruments which can be used in remote teaching.
在本章中,作者调查了项目导向的基于游戏的学习的潜力,使教育机构的学生更投入,并获得对课程内容的深刻理解。本文综述了以项目为导向的基于游戏的学习的主要定义和好处,以及它对提高学生训练绩效的贡献。研究结果是基于对项目导向型游戏学习的主要陈述的实证检验——如果它真的能为高等教育中的学习者提供额外的价值。实证数据是基于乌克兰的案例研究收集的,并允许作者证明以项目为导向的基于游戏的学习对提高学生的参与度、满意度、表现和改善学习成果的影响。本教学项目的主要思想是以童话故事中的一个人物为研究对象,分析其管理活动。本章还分析了可用于远程教学的电子学习工具。
{"title":"Project-Oriented Game-Based Learning","authors":"P. Brin, M. Shypilova","doi":"10.4018/978-1-7998-7271-9.ch047","DOIUrl":"https://doi.org/10.4018/978-1-7998-7271-9.ch047","url":null,"abstract":"In this chapter, the authors investigate the potential of project-oriented game-based learning in making students of educational institutes more engaged and gain a deep understanding of the curriculum content. The literature review presents the main definitions and benefits of project-oriented game-based learning, followed by its contribution to improving the performance of students' training. The results of the research are based on testing the main statements of project-oriented game-based learning empirically – if it really can provide additional value for learners in higher education. The empirical data have been collected based on Ukrainian case study and allow the authors to prove the influence of project-oriented game-based learning on increasing students' engagement, satisfaction, performance, and improving learning outcomes. The main idea of the teaching project was to take as an object of the research a character from a fairytale and analyze its managerial activities. The chapter also analyzes the e-learning instruments which can be used in remote teaching.","PeriodicalId":355025,"journal":{"name":"Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning","volume":"1 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":"131649269","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 Systematic Review on the Neuro-Cognitive Correlates of Game-Based Learning in Higher Education Learning Environments 高等教育学习环境中基于游戏的学习的神经认知关联的系统综述
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch004
S. Baboo, Yogesh Kanna, C. Bennett
Game-based learning is one of the sustainable education methods for future professionals from the higher education learning environment. To attain these innovative and sustainable teaching pedagogies, the components of games and simulations need to be incorporated into the teaching-learning content. The integration of neuroscience and cognitive concepts has become an essential feature in understanding various phenomena in game-based learning with regard to higher education learning environments. Several neural and cognitive processes are involved while engaging in such activities. These activities have played a pivotal role in the pedagogy and teachers had to think on their feet while engaging students in higher education as well. Game-based learning has proven to be a very effective method of engaging higher education students.
从高等教育的学习环境来看,游戏学习是未来专业人才可持续发展的教育方式之一。为了实现这些创新和可持续的教学方法,需要将游戏和模拟的组成部分纳入教学内容。神经科学和认知概念的整合已经成为理解高等教育学习环境中基于游戏的学习的各种现象的基本特征。在从事这些活动时,涉及到几个神经和认知过程。这些活动在教学中发挥了关键作用,教师在吸引学生接受高等教育的同时,也必须独立思考。基于游戏的学习已被证明是吸引高等教育学生的一种非常有效的方法。
{"title":"A Systematic Review on the Neuro-Cognitive Correlates of Game-Based Learning in Higher Education Learning Environments","authors":"S. Baboo, Yogesh Kanna, C. Bennett","doi":"10.4018/978-1-7998-7271-9.ch004","DOIUrl":"https://doi.org/10.4018/978-1-7998-7271-9.ch004","url":null,"abstract":"Game-based learning is one of the sustainable education methods for future professionals from the higher education learning environment. To attain these innovative and sustainable teaching pedagogies, the components of games and simulations need to be incorporated into the teaching-learning content. The integration of neuroscience and cognitive concepts has become an essential feature in understanding various phenomena in game-based learning with regard to higher education learning environments. Several neural and cognitive processes are involved while engaging in such activities. These activities have played a pivotal role in the pedagogy and teachers had to think on their feet while engaging students in higher education as well. Game-based learning has proven to be a very effective method of engaging higher education students.","PeriodicalId":355025,"journal":{"name":"Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning","volume":"32 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":"129354796","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: 2
Games in Education 教育中的游戏
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch002
M. A. Küçükaydın, Burcu Durmaz
In this study, a study was made on the Web of Science index by using the words “game-based learning,” “video games,” “game-based pedagogy,” “digital games,” “gamification,” and “game.” The study was carried out with data obtained from the SCI-E, SSCI, and A&HCI indices covering the years 1975-2021. A total of 1,376 articles were reached in accordance with the inclusion criteria. Retrieved articles were subjected to bibliometric analysis. In line with the relevant analysis, the most influential authors, journals, institutions, and articles were revealed under the title “games in education.” In addition, based on the articles examined within the scope of this research, a co-word network structure was visualized in terms of cooperation among institutions and authors. As a result of the research, the trends in topics related to games were revealed, and the changes in this area are subsequently discussed.
在这项研究中,通过使用“基于游戏的学习”、“视频游戏”、“基于游戏的教学法”、“数字游戏”、“游戏化”和“游戏”等词对Web of Science指数进行了研究。研究数据来自SCI-E、SSCI和A&HCI指数,时间跨度为1975-2021年。共有1376篇文章符合纳入标准。检索到的文章进行文献计量学分析。根据相关分析,在“教育中的游戏”的标题下,列出了最有影响力的作者、期刊、机构和文章。此外,基于本研究范围内的文章,从机构和作者之间的合作角度,可视化了一个共词网络结构。研究结果揭示了游戏相关话题的发展趋势,随后讨论了这一领域的变化。
{"title":"Games in Education","authors":"M. A. Küçükaydın, Burcu Durmaz","doi":"10.4018/978-1-7998-7271-9.ch002","DOIUrl":"https://doi.org/10.4018/978-1-7998-7271-9.ch002","url":null,"abstract":"In this study, a study was made on the Web of Science index by using the words “game-based learning,” “video games,” “game-based pedagogy,” “digital games,” “gamification,” and “game.” The study was carried out with data obtained from the SCI-E, SSCI, and A&HCI indices covering the years 1975-2021. A total of 1,376 articles were reached in accordance with the inclusion criteria. Retrieved articles were subjected to bibliometric analysis. In line with the relevant analysis, the most influential authors, journals, institutions, and articles were revealed under the title “games in education.” In addition, based on the articles examined within the scope of this research, a co-word network structure was visualized in terms of cooperation among institutions and authors. As a result of the research, the trends in topics related to games were revealed, and the changes in this area are subsequently discussed.","PeriodicalId":355025,"journal":{"name":"Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning","volume":"175 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":"123380943","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
The Game of Game-Based Learning 基于游戏学习的游戏
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-7271-9.ch001
R. Raj, Cecil Donald, Anand Patil, Manjula M. Y., S. P.
Games have been an inevitable part of education since the beginning. They have indescribably transformed the educational landscape with a higher emphasis on the learner-centric pedagogy. The educational games can be considered to be a contemporary manifestation of these centuries' old philosophies and practices aimed at imparting strategic and tactical thinking, language, logic, and mathematical skills amongst the learners. This chapter explores the meaning, significance, and scope of game-based learning as an instructional tool. It provides an interesting account of several games that are popularly used to facilitate effective learning in various settings. This chapter also examines the relevance and implications of games in education.
游戏从一开始就是教育不可避免的一部分。他们以更加强调以学习者为中心的教学法,难以形容地改变了教育格局。教育游戏可以被认为是几个世纪以来古老哲学和实践的当代体现,旨在向学习者传授战略和战术思维、语言、逻辑和数学技能。本章探讨了游戏学习作为一种教学工具的意义、重要性和范围。它提供了一些有趣的游戏,这些游戏普遍用于促进各种环境下的有效学习。本章还探讨了游戏在教育中的相关性和含义。
{"title":"The Game of Game-Based Learning","authors":"R. Raj, Cecil Donald, Anand Patil, Manjula M. Y., S. P.","doi":"10.4018/978-1-7998-7271-9.ch001","DOIUrl":"https://doi.org/10.4018/978-1-7998-7271-9.ch001","url":null,"abstract":"Games have been an inevitable part of education since the beginning. They have indescribably transformed the educational landscape with a higher emphasis on the learner-centric pedagogy. The educational games can be considered to be a contemporary manifestation of these centuries' old philosophies and practices aimed at imparting strategic and tactical thinking, language, logic, and mathematical skills amongst the learners. This chapter explores the meaning, significance, and scope of game-based learning as an instructional tool. It provides an interesting account of several games that are popularly used to facilitate effective learning in various settings. This chapter also examines the relevance and implications of games in education.","PeriodicalId":355025,"journal":{"name":"Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning","volume":"17 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":"128511002","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