Game-based Learning as Education Method in the Digital Age: Experiences at the Highest Military Education Institution in Germany with Online and Offline Game Formats Related to Developing Competencies

Ron J. Deckert, F. Heymann, M. Metz
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引用次数: 3

Abstract

Abstract Game-based learning or simulation-based learning – especially Serious Games – are notions of the contemporary discourse on digitalisation in the higher education sector in Germany. These methods offer a more vivid and motivating learning context and they help to improve important competencies for reaching work-related higher education goals. This explorative study focuses on experts’ experiences with digital and non-digital serious games and their contribution towards developing self, social and management competencies, in the Bundeswehr Command and Staff College in Hamburg (Germany). Whilst there are numerous opportunities for using serious games in higher education, their use creates barriers for addressing social, as well as leadership/management competencies. In the future, game-based learning – and more specifically, digital game-based learning – could challenge the relation between learning as hard work and learn for fun, and between explicit and goal-oriented learning and implicit, incidental and explorative learning.
以游戏为基础的学习作为数字时代的教育方法:德国最高军事教育机构与开发能力相关的在线和离线游戏格式的经验
基于游戏的学习或基于模拟的学习——尤其是严肃游戏——是德国高等教育部门数字化的当代话语概念。这些方法提供了一个更加生动和激励的学习环境,它们有助于提高实现与工作相关的高等教育目标的重要能力。在德国汉堡的联邦国防军指挥和参谋学院,这项探索性研究主要关注专家们在数字和非数字严肃游戏方面的经验,以及他们对发展自我、社会和管理能力的贡献。虽然在高等教育中使用严肃游戏的机会很多,但它们的使用为解决社交、领导/管理能力的问题制造了障碍。在未来,基于游戏的学习——更具体地说,基于数字游戏的学习——可能会挑战努力学习与乐趣学习之间的关系,以及明确的、目标导向的学习与内隐的、偶然的和探索性的学习之间的关系。
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