A DIGITAL EDUCATIONAL GAME FOR PRACTICING OER

Lubna Ali, Q. Phung, R. Roepke, U. Schroeder
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Abstract

Making education available to everyone is about opening new doors to the future world where people are living with their full abilities and potentials. This vision was acknowledged by UNESCO and it was one of the main motives for introducing Open Educational Resources (OER) in 2002. Over the last two decades, OER have made a positive impact on spreading quality educational information. However, the lack of experience in using and practicing OER is one of the common reasons why people have difficulties utilizing OER without violating copyright laws. To overcome this problem, a workshop concept was designed in order to qualify educators for OER. As part of the workshops, a digital educational game has been developed to elevate the participants’ motivation and engagement. The game covers all basic aspects of the OER cycle (creating, editing, using, and distributing OER) and is designed to be played within the practical sessions. By implementing this game and utilizing the concept of Game-based Learning (GBL), we wanted to provide an interactive learning environment to practice OER and motivate learners to explore the OER world. In this paper, we present the concept of the game and demonstrate its technical foundation as well as its functionalities.
一款用于练习的数字教育游戏
让每个人都能接受教育,就是打开通往未来世界的新大门,让人们充分发挥自己的能力和潜力。这一愿景得到了联合国教科文组织的认可,这也是2002年引入开放教育资源(OER)的主要动机之一。在过去的二十年里,开放式教育资源对传播优质教育信息产生了积极的影响。然而,缺乏使用和实践OER的经验是人们难以在不违反版权法的情况下使用OER的常见原因之一。为了克服这个问题,设计了一个讲习班概念,以便使教育工作者有资格使用OER。作为研讨会的一部分,我们还开发了一款数字教育游戏,以提高参与者的积极性和参与度。该游戏涵盖了OER周期的所有基本方面(创建、编辑、使用和分发OER),旨在在实践课程中进行。通过实施这个游戏并利用基于游戏的学习(GBL)的概念,我们希望提供一个互动的学习环境来实践OER,并激励学习者探索OER世界。在本文中,我们提出了游戏的概念,并展示了它的技术基础和功能。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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