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1、RhondaM.Epper,ColoradoCommunityCollegeSystemAnneDerryberry,SageRoadSolutions,LLCSeanJackson,UniversityofVirginiaOverview1Games,play,andlearninghaveenjoyedasymbioticrelationshipthroughoutrecordedhistory,butwhenAppleComputerreleasedtheeducationgameLemonadeStandfor
2、theAppleIIin1979,educatorsandsoftwarecompanieslikeBroderbundandTheLearningCompany2validatedcomputergames(akavideogames)asanewwaytoengagestudents.Itwasn’tuntil2003,however,thatJamesGee,inhisbookWhatVideogamesAreTeachingOurChildren,3spotlightedthemanybenefitsofvid
3、eogamesforlearning.Sincethen,gameshaveenjoyedincreasingattentionandsupportasapowerfulmediumforteachingandlearning.Thereislittledoubtthatcomputergamesforentertainmentareinfluencingourcultureandourlives.Althoughwetendtostereotypetheplayersofthesegamesasteenageboys
4、,thefactstella4verydifferentstory.In2011,47%ofgameplayerswerewomenand29%wereoverage50.Whilegamesforpurposessuchaseducation,training,problemsolving,teambuilding,andcorporatemarketingarestillanemergingtechnology,theyarenonethelessgainingprominenceandmediaattention
5、.AsearchoftheChronicleofHigherEducationarchivesshowedover100articlesthatmentioned“game-basedlearning”or“gamesintheclassroom”duringthepastyear.ButtrueadoptionandinstitutionalimplementationofgamesinU.S.postsecondaryeducationisstillatanearly,experimentalstage.Indee
6、d,althoughthemarketresearchfirmAmbientInsightincludesgame-basedlearningamongthe“eighttypesofpedagogically-definedlearningproducts,”inanAugust2011interviewwithIndustryGamers,SamAdkinsnotedthat“[game-5basedlearningis]notinwideuseinhighereducation.”TheNewMediaConso
7、rtium’sNMCHorizonReport:2012HigherEducationEditionputsthetime-to-adoptionhorizonforgame-6basedlearningattwo-to-threeyears.Further,ourownrecentattemptstocataloguegamescurrentlyinuseyieldedalistofgametitlesnumberinginthehundreds(versusthethousandsofinstitutionsint
8、heUnitedStatesandthehundredsofthousandsofcoursestheyoffer),underscoringourbeliefthatadoptionisnotyetwidespread.Thesesixtrendswilldrivetheadoptionofgame-basedlearning: