Gamified Learning to Restore the Forest Landscape in Afghanistan: The Role of Immersive Playful Environments in Re-Inventing the Future of Work and Re-Imagining Organizations

P. Busch
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Abstract

Implementing digital learning approaches in fragile contexts offer opportunities and challenges at the same time. The following article describes an ongoing project by the German development cooperation organization GIZ (Deutsche Gesellschaft für Internationale Zusammenarbeit GmbH) with the target to reforest areas of Afghanistan and conduct corresponding capacity building activities in the country. The international and Afghan stakeholders are facing a variety of challenges such as threats on personal safety and security, connectivity and electricity breakdowns as well as working with a partwise illiterate and digital illiterate target group. The three steps of the capacity building process of the project will be described and explained - the training of trainers, the training of the NGOs as well as the training of the final target group. Elements of the digital training are gamified and adapted to the Afghan culture, specifically focusing storytelling, roleplay as well as social learning.
游戏化学习在阿富汗恢复森林景观:沉浸式游戏环境在重塑未来工作和重新想象组织中的作用
在脆弱的环境中实施数字学习方法同时提供了机遇和挑战。以下文章介绍了德国发展合作组织德国国际合作机构有限公司正在进行的一个项目,其目标是在阿富汗地区重新造林并在该国开展相应的能力建设活动。国际和阿富汗利益攸关方正面临各种挑战,如人身安全和安保威胁、网络连接和电力中断,以及与部分文盲和数字文盲目标群体合作。项目能力建设过程的三个步骤将被描述和解释:培训师的培训、非政府组织的培训以及最终目标群体的培训。数字培训的元素被游戏化,并适应阿富汗文化,特别注重讲故事,角色扮演以及社会学习。
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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