{"title":"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","authors":"Eric Kong","doi":"10.34190/ekm.20.706","DOIUrl":null,"url":null,"abstract":"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","PeriodicalId":244054,"journal":{"name":"Proceedings of 21st European Conference on Knowledge Management","volume":"77 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Developing Tacit Knowledge and Skills Through a Game-Based Learning Approach in Online Distance Learning Environments\",\"authors\":\"Eric Kong\",\"doi\":\"10.34190/ekm.20.706\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"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\",\"PeriodicalId\":244054,\"journal\":{\"name\":\"Proceedings of 21st European Conference on Knowledge 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引用次数: 0
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