通过在线远程学习环境中基于游戏的学习方法发展隐性知识和技能

Eric Kong
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摘要

大学是创造知识和传播知识的关键角色,通过高等教育和卓越的研究帮助经济和社会发展。大学现在不仅必须为学生提供强有力的技术和科学培训,还与隐性知识的特点和技能转移到任何领域的知识和中心成功的毕业生在劳动力市场上与高水平的个人隐性知识和技能更有可能带来一个位置,使它们更称职这些技能更无形的,这就是为什么他们很难定义隐性知识和技能的例子有团队精神、批判性思维、创造力、领导力、为了应对当前的新型冠状病毒,世界各地的许多大学都将教学转移到网上,这使得隐性知识和技能的教学比以往任何时候都更加重要,但与此同时,在在线远程学习环境中教授这些技能也更加困难。基于游戏的学习方法通常需要学生小组合作,在游戏化活动中获得的知识和理解转化为基本的无形技能,并可转移到现实生活中,这有助于磨练隐性知识和技能。以前的研究认为,基于游戏的学习作为一种学习方法可以对就业能力产生积极影响。本文认为,大学更有可能通过基于游戏的学习方法提高在线学生的隐性知识和技能。由于最近的全球大流行,全球从传统的面对面教学转向在线学习,这已经改变了大学的运作方式,这种转变可能会持续很长一段时间。本文将讨论精心设计的基于游戏的学习方法如何不仅通过支持在线学生的高阶思维、个人和集体学习以及在线社交存在来增强在线学生的体验,还可以增加学生的隐性知识和技能,有助于他们未来的就业能力©2020学术会议有限公司版权所有
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Developing Tacit Knowledge and Skills Through a Game-Based Learning Approach in Online Distance Learning Environments
Universities are the key players in generating knowledge as well as transmitting knowledge, helping economic and social development through higher education and research excellence Universities must now equip their students not only with a strong technical and scientific training, but also with tacit knowledge and skills that have the special feature of being transferable to any area of knowledge and whose centrality to the success of graduates in the labour market Individuals with a high level of tacit knowledge and skills are more likely to bring to a position that makes them more employable These skills are more intangible, which is why they can be difficult to define Examples of tacit knowledge and skills are teamwork, critical thinking, creativity, leadership, and problem-solving but these skills are not easy to teach, especially in online distance learning environments In response to the current novel coronavirus, many universities around the world have moved their teaching online and this makes teaching tacit knowledge and skills more crucial than ever before but, at the same time, even more difficult to teach the skills especially in online distance learning environments A game-based learning approach often requires students to work in groups, share knowledge and skills and give encouragement The knowledge and understanding gained in a gamified activity translate into essential intangible skills that are transferrable to real-life situations This helps to hone tacit knowledge and skills, inspire students to continue learning and ease the transition between education and the world of work Previous research has argued that game-based learning as a learning approach can have a positive effect on employability This paper argues that universities are more likely to improve online students' tacit knowledge and skills through a game-based learning approach, particularly when the global shift from traditional face-to-face teaching to online learning due to the recent global pandemic has already changed the way how universities are operating and this shift is likely to stay for a significant period of time The paper will discuss how a carefully designed game-based learning approach will not only enhance online students' experience by supporting their higher-order thinking, individual and collective learning, and social presence online, but also increase students' tacit knowledge and skills that help to contribute to their future employability © 2020 Academic Conferences Limited All rights reserved
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