{"title":"Game: Experience as an Educational Tool","authors":"Zuzana Václavíková","doi":"10.5772/intechopen.88853","DOIUrl":null,"url":null,"abstract":"With a rapid growth of information and new discoveries, curricula at schools have been massively overloaded in recent years. At the same time, modern technologies, which have accelerated the learning process in many ways, cause a lack of learning through our own experience. A solution to this state can be a game as a means of linking formal and informal learning. The use of a game might be diverse: gamification of a class with simple gaming activities folded into a game story using a scoring system, comprehensive educational games based on role-playing, or using an ICT game as a tool for recognition of the area of student’s interest, a tool for asking new questions, and a tool for offering the desired experience. With regard to the knowledge we have about the learning process, it is clear that experience is still the most effective way of learning, with long-lasting sustainability. So, if we offer experience in an appropriate way, we can make the entire learning and educational process more effective.","PeriodicalId":432017,"journal":{"name":"Game Design and Intelligent Interaction","volume":"34 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Game Design and Intelligent Interaction","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5772/intechopen.88853","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
With a rapid growth of information and new discoveries, curricula at schools have been massively overloaded in recent years. At the same time, modern technologies, which have accelerated the learning process in many ways, cause a lack of learning through our own experience. A solution to this state can be a game as a means of linking formal and informal learning. The use of a game might be diverse: gamification of a class with simple gaming activities folded into a game story using a scoring system, comprehensive educational games based on role-playing, or using an ICT game as a tool for recognition of the area of student’s interest, a tool for asking new questions, and a tool for offering the desired experience. With regard to the knowledge we have about the learning process, it is clear that experience is still the most effective way of learning, with long-lasting sustainability. So, if we offer experience in an appropriate way, we can make the entire learning and educational process more effective.