Game-Enhanced Learning

Author(s):  
Michela Ott ◽  
Maria Magdalena Popescu ◽  
Ioana Andreea Stanescu ◽  
Sara de Freitas

This chapter tackles the issue of Serious Games (SGs) curriculum integration approached from different perspectives (different levels, subject areas, instructional contexts, pedagogies, views, and visions over what it is already in practice and what is yet to be implemented). In light of the title of this book, it refers to Game-Enhanced Learning and not simply to game-based learning, thus supporting the concept that games can really contribute to improving and enhancing both collaborative and individual learning processes. The chapter is meant to trigger reflections on the potential of Serious Games in the present learning/teaching panorama and to explore how SGs can be considered suitable tools for sustaining the development of some relevant skills required to live and be proactive actors in the Knowledge Society, namely the so-called 21st Century Skills. Further, key challenges in the field of game-enhanced learning, with particular regard to pedagogical aspects are also in-depth explored by emphasizing the important role of teachers as to the choice of the SGs, their deployment, and the overall conduction of learning experiences.

Author(s):  
Mario M. Martinez-Garza ◽  
Douglas Clark

Interest in game-based learning has grown dramatically over the past decade. Thus far, most of the focus has not included the role of teachers. This chapter first summarizes the theoretical research on game-based learning and the implications of that research for the role of teachers. The authors next review the game-based learning literature that has specifically articulated a role for teachers or achieved an empirical description of teacher action within a game-based learning context. They then connect these accounts with more general research on teachers and technology use, elaborating on points of contact and identifying differences that may signal special challenges. Finally, the authors articulate an expanded role for teachers in game-based learning practices in terms of game-based learning research and new scholarship on the psychology of games.


2018 ◽  
pp. 281-301
Author(s):  
Silvia Lizett Olivares Olivares

This chapter provides examples of pedagogical strategies to business schools and business faculty to promote and develop specific competences in business education graduates. In so doing, the chapter recommends understanding the adult learning theory of Knowles, Holton, and Swanson (2011), which emphasizes the role of teachers and adult needs for learning. Teachers should facilitate the learning process and system and must engage students in a process of mutual inquiry. Even though there are different pedagogical strategies available for academic institutions to pursue in order to develop competences of different levels and types in students, it is concluded that in the learning process the learner must take center stage. Academic institutions and faculty should be creative in designing learning and teaching activities as well as diverse and implementable pedagogical strategies.


Author(s):  
M. A. Rentroia-Bonito ◽  
J. Jorge ◽  
C. Ghaoui

Technology-rich environments are assuming a key role in the individual learning processes. Still, one of the major IT challenges identified in the education field is to establish e-learning as a credible and viable complement to face-to-face education. This represents a paradigm shift in the way of learning, which is driving changes at individual, process, institutional, and societal levels. However, despite last-decade advances in the application of usability principles in system design, there is still a need to better understand the people-technology fit in learning contexts. Current results, gaps, and issues define the challenges that dictate new requirements. Among these new requirements, minimizing the impact of the distance factor on communication and learning effectiveness calls for alternatives approaches. Due to the importance of communication among instructor and students in learning, the scope of this work focuses on exploring the role of emotions within the user and learning-support technology fit.


2019 ◽  
Vol 6 (3) ◽  
pp. 51-63
Author(s):  
Manuel Gentile ◽  
Giuseppe Città ◽  
Salvatore Perna ◽  
Alessandro Signa ◽  
Valentina Dal Grande ◽  
...  

The relationship between the development of 21st-century skills and game-based learning is a field to explore. Among the 21-st century skills, critical thinking is one of the most analyzed skills. This study aims to deepen the relationship between learning and disposition to critical thinking (DCT) in the context of Serious Games (SGs). In particular, starting from the evidence of previous work, that highlighted a positive effect of the DCT on game performance, this study analyzes how the DCT also affects the explicit learning gained by the players. This work highlights that the DCT has a crucial role in explicit knowledge acquisition and how the improvement of game performance is a direct consequence of DCT through a path analysis methodology.


Author(s):  
Silvia Olivares Olivares

This chapter provides examples of pedagogical strategies to business schools and business faculty to promote and develop specific competences in business education graduates. In so doing, the chapter recommends understanding the adult learning theory of Knowles, Holton, and Swanson (2011), which emphasizes the role of teachers and adult needs for learning. Teachers should facilitate the learning process and system and must engage students in a process of mutual inquiry. Even though there are different pedagogical strategies available for academic institutions to pursue in order to develop competences of different levels and types in students as described in the previous chapter (Chapter 3), it is concluded that in the learning process the learner must take center stage. Academic institutions and faculty should be creative in designing learning and teaching activities as well as diverse and implementable pedagogical strategies.


Neofilolog ◽  
2017 ◽  
pp. 179-191
Author(s):  
Monika Janicka

The contemporary learning culture perceives learners as active and aware participants in the learning process. This implies a new understanding of interactions in the classroom. The present paper is focused on feedback as a special type of teacher-learner interaction and its potential for cognitive activation of learners and constructive enhancement of individual learning processes. Feedback which activates learners and increases the amount of the input and output in the foreign language is able to enhance students` communicative language competence. The article discusses the changing role of feedback referring to the current state of research.


2013 ◽  
Vol 3 (3) ◽  
pp. 10-20 ◽  
Author(s):  
Maria Saridaki ◽  
Constantinos Mourlas

The purpose of this paper is to present a series of observations made by researchers and educators on the integration of serious games in the educational experience of users with intellectual disabilities (ID). Data were gathered from four different studies and different games were used, in order to identify a successful model of games based learning application. Moreover, results that highlight the motivational importance of playful integration towards the promotion of self determination in students with ID, will be presented. According to the authors’ findings, special education can be benefited from the successful integration of digital games in the educational scenario, creating a safe and personalized educational environment for the students, as well as a valuable motivational tool for the educator - especially when the educator takes a threefold role, able to support a hybrid model of digital and non digital play. Trying to assist the educational efforts of special education teachers, the authors will present the results of a series of case studies and applications, the role of the educator, as well as practical considerations that resulted in the sketch of a model of playful game-based learning integration.


2002 ◽  
Vol 10 ◽  
pp. 35 ◽  
Author(s):  
Carlos Marcelo

Modern societies are engulfed in a complicated process of transformation. This unplanned transformation is affecting the way we are organized, how we work, how we relate to each other, and how we learn. These changes are visible in the institutions charged with educating new citizens. How are these changes influencing the role of teachers? How do we begin to rethink teachers' work in these new circumstances? How should the new generation of teachers be developed? What knowledges and attitudes must we instill in today's teachers so that they may take advantage of the new opportunities offered by the information society? In this article we review the literature of teacher learning and teacher knowledge from the point of view of new challenges presented by the knowledge society.


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