新冠疫情时代电子游戏作为替代教学媒介的研究

Pandu R Utomo
{"title":"新冠疫情时代电子游戏作为替代教学媒介的研究","authors":"Pandu R Utomo","doi":"10.37715/vcd.v6i1.2409","DOIUrl":null,"url":null,"abstract":"Technology has a direct impact on human’s behaviors and lifestyles in Covid-19 pandemic era. Various sectors such as education and economy adapted technology-based remote work and study. With the existence of remote  study, the educational world will still face some issues related to the study effectiveness which requires students’ initiatives in the process. This research’s aim is to explore video game's potential as an alternative education method to solve those issues. Also, it is to study the reason why videogames are considered as a solution for remote study’s challenges during this pandemic. A study method towards related literature was used in this research. Conclusion achieved from this research is that videogames are able to stimulate students’ initiatives in exploring learning materials. Video games gave play-like learning experience and thus, reduced the stress on the students during remote study. However, the result still needs further study to achieve realistic methods that can be applied in the field.  \nKeywords: Game, Remote Study, Pandemic","PeriodicalId":415261,"journal":{"name":"Journal of Visual Communication Design","volume":"47 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-12-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Study of Video Games as Alternative Teaching Media In Covid-19 Pandemic Era\",\"authors\":\"Pandu R Utomo\",\"doi\":\"10.37715/vcd.v6i1.2409\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Technology has a direct impact on human’s behaviors and lifestyles in Covid-19 pandemic era. Various sectors such as education and economy adapted technology-based remote work and study. With the existence of remote  study, the educational world will still face some issues related to the study effectiveness which requires students’ initiatives in the process. This research’s aim is to explore video game's potential as an alternative education method to solve those issues. Also, it is to study the reason why videogames are considered as a solution for remote study’s challenges during this pandemic. A study method towards related literature was used in this research. Conclusion achieved from this research is that videogames are able to stimulate students’ initiatives in exploring learning materials. Video games gave play-like learning experience and thus, reduced the stress on the students during remote study. However, the result still needs further study to achieve realistic methods that can be applied in the field.  \\nKeywords: Game, Remote Study, Pandemic\",\"PeriodicalId\":415261,\"journal\":{\"name\":\"Journal of Visual Communication Design\",\"volume\":\"47 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-12-17\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Visual Communication Design\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.37715/vcd.v6i1.2409\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Visual Communication Design","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.37715/vcd.v6i1.2409","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

摘要

新冠疫情时代,科技直接影响着人类的行为和生活方式。教育和经济等各个部门适应了基于技术的远程工作和学习。随着远程学习的存在,教育界仍然会面临一些与学习有效性有关的问题,这需要学生在学习过程中的主动性。这项研究的目的是探索电子游戏作为解决这些问题的另一种教育方法的潜力。此外,它还研究了为什么电子游戏被认为是应对疫情期间远程学习挑战的一种解决方案。本研究采用查阅相关文献的研究方法。本研究得出的结论是,电子游戏能够激发学生探索学习材料的主动性。电子游戏提供了游戏般的学习体验,从而减轻了学生在远程学习中的压力。然而,这一结果仍需要进一步研究,以获得可应用于该领域的现实方法。关键词:游戏,远程学习,流行病
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Study of Video Games as Alternative Teaching Media In Covid-19 Pandemic Era
Technology has a direct impact on human’s behaviors and lifestyles in Covid-19 pandemic era. Various sectors such as education and economy adapted technology-based remote work and study. With the existence of remote  study, the educational world will still face some issues related to the study effectiveness which requires students’ initiatives in the process. This research’s aim is to explore video game's potential as an alternative education method to solve those issues. Also, it is to study the reason why videogames are considered as a solution for remote study’s challenges during this pandemic. A study method towards related literature was used in this research. Conclusion achieved from this research is that videogames are able to stimulate students’ initiatives in exploring learning materials. Video games gave play-like learning experience and thus, reduced the stress on the students during remote study. However, the result still needs further study to achieve realistic methods that can be applied in the field.  Keywords: Game, Remote Study, Pandemic
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
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