The Uses of Games That Transcend the Play and Mediate Learning

Pollyana Notargiacomo, Felipe Cabrini, Daniel Ohata, Rafael Martins, Rafael Brancaccio, Rafael Marin
{"title":"The Uses of Games That Transcend the Play and Mediate Learning","authors":"Pollyana Notargiacomo, Felipe Cabrini, Daniel Ohata, Rafael Martins, Rafael Brancaccio, Rafael Marin","doi":"10.4018/978-1-5225-5790-6.CH006","DOIUrl":null,"url":null,"abstract":"The digital games market is around 109 billion dollars. In this scenario, games as tools for mental and educational stimulation have been highlighted. They allow the connection between friends, the narrowing of family ties, artistic expression, improvement of aspects related to health, institute mechanisms for business and advertising, as well as constitute opportunities for differentiated training and simulations. Such artifacts are also mediators for building knowledge, as well as developing or exercising skills and attitudes, since they involve the flow state. For this it is necessary to make use of adaptability that in the educational scope allows the personalization of the experience to extend the immersion and fun. The present chapter presents a review to subsidize the expansion of the mapping of games' uses developed by Klopfer, Osterweil, and Salen, as well as to establish their relation with the deliberate practice to institute immersive and meaningful educational proposals.","PeriodicalId":201036,"journal":{"name":"Handbook of Research on Immersive Digital Games in Educational Environments","volume":"34 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Handbook of Research on Immersive Digital Games in Educational Environments","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4018/978-1-5225-5790-6.CH006","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

Abstract

The digital games market is around 109 billion dollars. In this scenario, games as tools for mental and educational stimulation have been highlighted. They allow the connection between friends, the narrowing of family ties, artistic expression, improvement of aspects related to health, institute mechanisms for business and advertising, as well as constitute opportunities for differentiated training and simulations. Such artifacts are also mediators for building knowledge, as well as developing or exercising skills and attitudes, since they involve the flow state. For this it is necessary to make use of adaptability that in the educational scope allows the personalization of the experience to extend the immersion and fun. The present chapter presents a review to subsidize the expansion of the mapping of games' uses developed by Klopfer, Osterweil, and Salen, as well as to establish their relation with the deliberate practice to institute immersive and meaningful educational proposals.
超越玩耍和中介学习的游戏用途
数字游戏市场规模约为1090亿美元。在这种情况下,游戏作为精神和教育刺激的工具得到了强调。它们促进了朋友之间的联系、缩小了家庭关系、艺术表达、改善了与健康有关的方面、建立了商业和广告机制,并为不同的培训和模拟提供了机会。这样的工件也是构建知识的中介,以及发展或锻炼技能和态度,因为它们涉及到流状态。为此,有必要利用适应性,在教育范围内允许个性化体验,以延长沉浸感和乐趣。本章将对Klopfer、Osterweil和Salen开发的游戏使用映射的扩展进行回顾,并建立它们与有意识的实践之间的关系,以建立沉浸式和有意义的教育建议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信