数字游戏学习在建筑教育中的应用研究

Eslam M. Elsamahy
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引用次数: 3

摘要

通过人类生活的进化,人们认识到交通、工业、通信等各个领域发生的变化,但教室及其教育设施仍然像长期以来一样,基于将信息或知识从教师的头脑中转移到学生的头脑中的概念。作为新一代的学生,他们在童年时代就已经开始了处理数字技术的过程,已经掌握了不断发展的技能;因此,他们不能通过传统的方法接受教育。这项研究将数字游戏作为一种新的、未来主义的学习技术引入教育,并将其应用于建筑教育,以吸引学生学习,基于设计和玩游戏过程之间的共同点,从探索某些限制下的可能性到强调决策和基于活动的合作。这项研究源于缺乏关于这一主题的研究,特别是在建筑领域,旨在引入一种理论方法来调查数字游戏学习(DGBL)在建筑教育中的使用,作为真实和虚拟教育环境之间的整合,特别是通过基于“第二人生”数字平台的虚拟世界。这项研究对于使设计学习变得有趣和有建设性,在建筑设计中实现新的可能性具有重要意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
An Investigation into using Digital Games-Based Learning in Architecture Education
Abstract Through the evolution of human life, the changes that happen in all fields, such as transportation, industry, communication, etc., are recognized, however the classroom and its education facilities are still as they have been for a long time, based on the concept of transforming information or knowledge from the mind of the instructor to the minds of students. Students, as a new generation, have evolving skills in dealing with digital technologies, having begun the process in their childhood; therefore, they cannot be educated via conventional methods. This study introduces digital gaming in education as a new, futuristic learning technique to be used in architectural education to attract students to learn, based on the common ground between the processes of designing and playing games, from exploring possibilities under certain constraints to emphasizing decision-making and activity-based collaborations. The research has originated from the lack of studies regarding this subject, especially in the architectural field, aiming to introduce a theoretical approach to investigating the use of digital game-based learning (DGBL) in architectural education as an integration between real and virtual educational environments particularly through the virtual worlds based on the ’Second Life’-digital platform. This study is significant in terms of making design learning fun and constructive, reaching new possibilities in architectural design.
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