富有成效的纪律参与和电子游戏

IF 2.2 Q1 EDUCATION & EDUCATIONAL RESEARCH Nordic Journal of Digital Literacy Pub Date : 2019-12-20 DOI:10.18261/issn.1891-943x-2019-03-04-02
F. Sousa, I. Rasmussen
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引用次数: 6

摘要

电子游戏等互动学习环境可以通过参与促进学习。然而,并不是所有的参与都与正规教育中的学习有关;这在很大程度上取决于教学方法和视频游戏在课堂上的使用。本研究调查了一个高中班级的课程单元,使用商业电子游戏《行尸走肉》在公民课程中教授伦理理论。我们关注教师的课程设计如何促进学生的学科参与,并发现富有成效的学科参与(PDE)原则,以及对话互动,将学生的参与扩展到游戏之外,并帮助他们理解理论内容的意义。基于我们的发现,我们提出了一系列关于商业电子游戏教与学的教育设计建议。
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Productive Disciplinary Engagement and Videogames
Interactive learning environments such as videogames may facilitate learning through engagement. However, not all kinds of engagement are relevant to learning in formal education; much depends on the use of pedagogical approaches and videogames in the classroom. This study investigates a curricular unit in an upper secondary class using the commercial videogame The Walking Dead to teach ethical theories in a citizenship course. We focus on how the teacher’s design of the lesson facilitated students’ disciplinary engagement and find that productive disciplinary engagement (PDE) principles, together with dialogic interactions, extended students’ engagement beyond gameplay and helped them understand the meaning of the theoretical content. Based on our findings, we propose a set of recommendations concerning educational design for teaching and learning with commercial videogames.
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来源期刊
Nordic Journal of Digital Literacy
Nordic Journal of Digital Literacy EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
3.10
自引率
4.50%
发文量
15
审稿时长
24 weeks
期刊最新文献
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