Startsida
Hjälp
Sök i LIBRIS databas

     

 

Sökning: onr:x7qbq3b3vsc8zrcn > Educational digital...

Educational digital games [Elektronisk resurs] Models and implementation

Tokarieva, Anastasiia V. (författare)
6th Workshop on Cloud Technologies in Education (CTE 2018), Kryvyi Rih, Ukraine, December 21, 2018 
Volkova, Nataliia P. (författare)
Harkusha, Inesa V. (författare)
Soloviev, Vladimir N. (författare)
Media, Technology and Culture (MTEC) (medarbetare)
Högskolan i Skövde Institutionen för informationsteknologi (utgivare)
Högskolan i Skövde Forskningscentrum för Informationsteknologi (utgivare)
Publicerad: CEUR-WS, 2019
Engelska.
Serie: CEUR Workshop Proceedings, 1613-0073 1613-0073
Ingår i: Cloud Technologies in Education. ; 74-89
Läs hela texten
Läs hela texten
Läs hela texten
  • E-bok
Sammanfattning Ämnesord
Stäng  
  • Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for communication, interaction, building up social skills and unique learning environments. One of the latest trends observed in education is an attempt to streamline the learning process by applying educational digital games. Despite numerous research data, that confirms the positive effects of digital games, their integration into formal educational contexts is still relatively low. The purpose of this article is to analyze, discuss and conclude what is necessary to start using games as an instructional tool in formal education. In order to achieve this aim, a complex of qualitative research methods, including semi-structured expert interviews was applied. As the result, the potential of educational digital games to give a unique and safe learning environment with a wide spectrum of build-in assistive features, be efficient in specific training contexts, help memorize studied material and incorporate different learning styles, as well as to be individually adaptable, was determined. At the same time, the need for complex approach affecting the administration, IT departments, educators, students, parents, a strong skill set and a wide spectrum of different roles and tasks a teacher carries out in a digital game-based learning class were outlined. In conclusion and as a vector for further research, the organization of Education Design Laboratory as an integral part of a contemporary educational institution was proposed.  

Ämnesord

Social Sciences  (hsv)
Educational Sciences  (hsv)
Learning  (hsv)
Samhällsvetenskap  (hsv)
Utbildningsvetenskap  (hsv)
Lärande  (hsv)
Engineering and Technology  (hsv)
Other Engineering and Technologies  (hsv)
Interaction Technologies  (hsv)
Teknik och teknologier  (hsv)
Annan teknik  (hsv)
Interaktionsteknik  (hsv)
Media, Technology and Culture (MTEC)  (his)
Media, Technology and Culture (MTEC)  (his)

Genre

government publication  (marcgt)

Indexterm och SAB-rubrik

Advantages and challenges of educational games
Education Design Laboratory model
Educational digital games
Game-based learning
Computer aided instruction
Computer games
E-learning
Educational technology
Learning systems
Students
Digital game-based learning
Digital games
Educational game
Educational institutions
Laboratory models
Learning environments
Qualitative research methods
Education computing
Inställningar Hjälp

Titeln finns på 1 bibliotek. 

Övriga bibliotek (1)

Ange som favorit
Om LIBRIS
Sekretess
Blogg
Hjälp
Fel i posten?
Kontakt
Teknik och format
Sök utifrån
Sökrutor
Plug-ins
Bookmarklet
Anpassa
Textstorlek
Kontrast
Vyer
LIBRIS söktjänster
SwePub
Sondera
Uppsök

Kungliga biblioteket hanterar dina personuppgifter i enlighet med EU:s dataskyddsförordning (2018), GDPR. Läs mer om hur det funkar här.
Så här hanterar KB dina uppgifter vid användning av denna tjänst.

Copyright © LIBRIS - Nationella bibliotekssystem

 
pil uppåt Stäng

Kopiera och spara länken för att återkomma till aktuell vy