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摘要

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。
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Project-Oriented Game-Based Learning
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.
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