scholarly journals Games are motivating, aren´t they? Disputing the arguments for digital game-based learning

Author(s):  
Wim Westera

The growing popularity of game-based learning reflects the burning desire for exploiting the involving and motivating characteristics of games for serious purposes. A wide range of arguments for using games for teaching and learning can be encountered in scientific papers, policy reports, game reviews and advertisements. With contagious enthusiasm, the proponents of game-based learning make their claims for using games to improve education. However, standing up for a good cause is easily replaced with the unconcerned promotion and spread of the word, which tends to make gaming an article of faith. This paper critically examines and re-establishes the argumentation used for game-based learning and identifies misconceptions that confuse the discussions. It reviews the following claims about game-based learning: 1) games foster motivation, 2) play is a natural mode of learning, 3) games induce cognitive flow, which is productive for learning, 4) games support learning-by-doing, 5) games allow for performance monitoring, 6) games offer freedom of movement and the associated problem ownership, 7) games support social learning, 8) games allow for safe experimentation, 9) games accommodate new generations of learners, who have grown up immersed in digital media, and 10) there are many successful games for learning. Assessing the validity of argumentation is considered essential for the credibility of game-based learning as a discipline.

2011 ◽  
pp. 229-239 ◽  
Author(s):  
Youngkyun Baek

The scope of learning with games is determined by their genre, characteristics and scenarios, or content. Therefore, the frame of a game containing its type and content somewhat confines the activities of players to learn and to play. Game-based learning adopts much of the same interactional techniques that have been used in traditional instruction. Learning with games includes activities such as ‘learning by practice and feedback’, ‘learning by doing’, ‘learning by making mistakes’, ‘learning by discovery’, and ‘learning by role playing’. Games are adopted for classroom based learning to motivate students, to support main curricular activities, to strengthen what is learned, and to summarize and evaluate what is learned. There is no straightforward guideline on how to use a game effectively in classroom settings. However, the instruction for teaching and learning with games needs to be designed before any other actions are taken.


Author(s):  
Youngkyun Baek

The scope of learning with games is determined by their genre, characteristics and scenarios, or content. Therefore, the frame of a game containing its type and content somewhat confines the activities of players to learn and to play. Game-based learning adopts much of the same interactional techniques that have been used in traditional instruction. Learning with games includes activities such as ‘learning by practice and feedback’, ‘learning by doing’, ‘learning by making mistakes’, ‘learning by discovery’, and ‘learning by role playing’. Games are adopted for classroom based learning to motivate students, to support main curricular activities, to strengthen what is learned, and to summarize and evaluate what is learned. There is no straightforward guideline on how to use a game effectively in classroom settings. However, the instruction for teaching and learning with games needs to be designed before any other actions are taken.


2021 ◽  
pp. 003452372110057
Author(s):  
Wander M van Baalen ◽  
Tamara de Groot ◽  
Liesbeth Noordegraaf-Eelens

Against an increasingly compartmentalized educational landscape, we have heard urgent calls for new modes of teaching and learning. In this light, educators from a variety of disciplinary backgrounds turned to transdisciplinarity and the arts for a possible response. The educational initiatives being developed and the related literature are situated across a wide range of themes, disciplines, and methodologies. The fragmented nature of the academic discussion inhibits our capacity to think through the implications of mobilizing the concept of transdisciplinarity within the arts and education. This study addresses the lack of an overview by conducting a systematic review of the literature characterized by a triangular interest in higher education, transdisciplinarity, and the arts. The documents under review amount to 458 unique scientific papers. In our results, we present a metaphorical scale – moving from buzzwords to a theoretically delineated usage – to make sense of the use and conceptualization of transdisciplinarity and we introduce three main ways how the arts are part of transdisciplinary educational compositions. In bringing together literature on education, the arts, and transdisciplinarity, we shed light on relevant similarities between thinking and doing that too often operates in isolation. As such, we aim to facilitate opportunities for mutual learning and present an improved vantage point from which to consider how decisions regarding particular conceptualizations and positionalities feed into our artistic and educational practices.


2020 ◽  
pp. 431-449
Author(s):  
Oleg V. Shekatunov ◽  
Konstantin G. Malykhin

The article is devoted to the specifics of studying the industrial labour force of Russia in the 1920s - 1930s in Russian historiography. The various stages of study from the 1920s through the 1930s and up to the last years are concerned. The relevance of the study is due to several factors. These include contradictions in the assessments of Bolshevik modernization of the 1920s and 1930s; projected labour force shortages in modern Russia; as well as the existing labour force shortage in industry at the moment. This determines the relevance of studying the historical period, which was characterized by the most acute personnel problems in the country. The novelty of the study is due to the fact that in modern Russian historiography there is no holistic, integrated view of the problems of the labour force potential formation of Russian industry in the 1920s and 1930s. It is noted that there is no research aimed at analyzing the historiography of these problems. The main stages of the study of industrial labour force are highlighted. The analysis of scientific works correlated with each stage of the study of the topic is performed. The problems and methodology of each stage are considered. A review of a wide range of scientific papers both articles and thesis is presented.


2020 ◽  
Vol 5 (2) ◽  
pp. 190-196
Author(s):  
Faujatun Nahdiyah

The research was carried out the lock of student’s abilities in understanding time unit. Time unit is abstract, so it’is needed real object as a model to make the student understand easily.in other hand, the student should be given real activity that can be recreved easily. In order to make them understand the concept of time unit.The success of a teaching and learning process is one of the reasons due to the use of media or participation in the teaching and learning process. Because in the teaching and learning process media has an important meaning.This research used a qualitative method, and used  wall clock that made by paper carton. With a wall clock made of cardboard, it is easy for students to use the clock by rotating the direction of the needle on the cardboard between the long needle and the short needle must match.


Author(s):  
Alan Kelly

What is scientific research? It is the process by which we learn about the world. For this research to have an impact, and positively contribute to society, it needs to be communicated to those who need to understand its outcomes and significance for them. Any piece of research is not complete until it has been recorded and passed on to those who need to know about it. So, good communication skills are a key attribute for researchers, and scientists today need to be able to communicate through a wide range of media, from formal scientific papers to presentations and social media, and to a range of audiences, from expert peers to stakeholders to the general public. In this book, the goals and nature of scientific communication are explored, from the history of scientific publication; through the stages of how papers are written, evaluated, and published; to what happens after publication, using examples from landmark historical papers. In addition, ethical issues relating to publication, and the damage caused by cases of fabrication and falsification, are explored. Other forms of scientific communication such as conference presentations are also considered, with a particular focus on presenting and writing for nonspecialist audiences, the media, and other stakeholders. Overall, this book provides a broad overview of the whole range of scientific communication and should be of interest to researchers and also those more broadly interested in the process how what scientists do every day translates into outcomes that contribute to society.


Author(s):  
Bonnie ‘Bo’ Ruberg ◽  
Daniel Lark

This article looks at the appearance of domestic spaces on the popular livestreaming platform Twitch.tv, with a focus on livestreams that appear to be shot in streamers’ bedrooms. Many Twitch streamers broadcast from their homes, making domestic space central to questions of placemaking for this rapidly growing digital media form. Within the home, bedrooms merit particular attention because they carry particular cultural connotations; they are associated with intimacy, embodiment, and erotics. Drawing from observations of gaming and nongaming streams, we map where bedrooms do and do not appear on Twitch. We locate the majority of bedrooms in categories that foreground connections between streamers and viewers, like Just Chatting, Music & Performing Arts, and autonomous sensory meridian response (ASMR). By contrast, across a wide range of video game genres, bedrooms remain largely absent from gaming streams. The presence of bedrooms on Twitch also breaks down along gender lines, with women streaming being far more likely to broadcast from their bedrooms than men. Here, we build from existing research on both livestreaming and digital placemaking to argue for an understanding of place on Twitch as fundamentally performative. This performance is inherently gendered and bound up with the affective labor of streaming. In addition, we demonstrate how the bedroom, even when it does not appear on screen, can be understood as a ‘structuring logic’ of placemaking on Twitch. Given the history of livestreaming, which grows out of women’s experiments with online ‘lifecasting’, the bedroom sets expectations for the type of spatial and emotional access a stream is imagined to offer viewers. In this sense, the absence of bedrooms in gaming streams can be understood as a disavowal of intimate domestic space: an attempt by predominantly male streamers to distance themselves from the implicit parallels between livestreaming and practices like webcam modeling.


2021 ◽  
Vol 1 ◽  
pp. 1529-1536
Author(s):  
Mohammad Reza Dastmalchi ◽  
Bimal Balakrishnan ◽  
Danielle Oprean

AbstractTeam collaboration is a critical necessity of the modern-day engineering design profession. This is no surprise given that teams typically possess more task-relevant skills and knowledge than individuals (Levine & Choi, 2004). Advancements in digital media provide new opportunities for collaboration across the design lifecycle. However, early stages of the design process still pose challenges to digitally mediated design collaboration due to greater representational abstraction and the presence of multiple modalities for design ideation. Usually, design teams spend a substantial amount of time generating a broad set of ideas that can lead them to a wide range of design solutions during the ideation phase. However, sooner or later, teams should narrow down their vision for a final solution. What factors influence team members to eliminate or select an idea? Our study is an attempt to demonstrate some examples of this challenge. By drawing on research in team cognition, particularly the concept of transactive memory system (TMS) we studied a design teams' communication and media use during the ideation phase. The goal was to see if media type and communication modes can predict a team's decisions on selecting and eliminating ideas.


Author(s):  
Jose A. Gallud ◽  
Monica Carreño ◽  
Ricardo Tesoriero ◽  
Andrés Sandoval ◽  
María D. Lozano ◽  
...  

AbstractTechnology-based education of children with special needs has become the focus of many research works in recent years. The wide range of different disabilities that are encompassed by the term “special needs”, together with the educational requirements of the children affected, represent an enormous multidisciplinary challenge for the research community. In this article, we present a systematic literature review of technology-enhanced and game-based learning systems and methods applied on children with special needs. The article analyzes the state-of-the-art of the research in this field by selecting a group of primary studies and answering a set of research questions. Although there are some previous systematic reviews, it is still not clear what the best tools, games or academic subjects (with technology-enhanced, game-based learning) are, out of those that have obtained good results with children with special needs. The 18 articles selected (carefully filtered out of 614 contributions) have been used to reveal the most frequent disabilities, the different technologies used in the prototypes, the number of learning subjects, and the kind of learning games used. The article also summarizes research opportunities identified in the primary studies.


Water ◽  
2021 ◽  
Vol 13 (4) ◽  
pp. 474
Author(s):  
Daniel Constantin Diaconu ◽  
Romulus Costache ◽  
Mihnea Cristian Popa

Scientific papers present a wide range of methods of flood analysis and forecasting. Floods are a phenomenon with significant socio-economic implications, for which many researchers try to identify the most appropriate methodologies to analyze their temporal and spatial development. This research aims to create an overview of flood analysis and forecasting methods. The study is based on the need to select and group papers into well-defined methodological categories. The article provides an overview of recent developments in the analysis of flood methodologies and shows current research directions based on this overview. The study was performed taking into account the information included in the Web of Science Core Collection, which brought together 1326 articles. The research concludes with a discussion on the relevance, ease of application, and usefulness of the methodologies.


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