富有成效的游戏:数字游戏环境中的参与和学习

L. Galarneau
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引用次数: 2

摘要

尽管人们对利用游戏进行学习的想法非常感兴趣,但事实证明,在这一领域取得成功并不容易。显然,将针对其他媒体类型开发的既定课程融入开放式游戏环境(游戏邦注:其中内容次于体验)是一项挑战。数字游戏对学习非常有效,但它们代表的是一种富有成效的游戏,并不完全符合既定的教育范式。此外,在参与性文化日益增强的背景下,游戏和学习呈现出新的维度,这种文化模糊了生产者和消费者以及教师和学习者之间的传统界限。在参与式环境中,学习是一种系统活动,个人的贡献有助于更大的集体智慧,学习通常是游戏或创造力的副产品。尝试使用游戏进行学习必须考虑到这一更广泛的背景,并承认沉浸在数字文化中的学习者不断变化的期望和新兴的素养,这种文化引入并加强了游戏和参与的新标准。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Productive play: participation and learning in digital game environments
Although there is considerable interest in the idea of using games for learning, success in this area has proven elusive. Clearly it is challenging to take established curricula developed for other media types and attempt to fit them into open-ended game contexts where content is secondary to experience. Digital games are very effective for learning, but they represent a type of productive play that does not fit neatly within established educational paradigms. Furthermore, play and learning take on new dimensions within the context of an increasingly participatory culture that blurs traditional boundaries between producers and consumers, as well as teachers and learners. In participatory contexts, learning is a systemic activity where the contributions of the individual contribute to the larger collective intelligence, and learning is often a by-product of play or creativity. Attempts to use games for learning must take this broader context into account and acknowledge the shifting expectations and emerging literacies of learners steeped in a digital culture that introduces and reinforces new standards for play and participation.
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