A stock of the (digital) Game-Based Learning
Who distinguishes between games and learning, has not much idea of both. This theory of the media theorist Marshall McLuhan might learn at the beginning of the new LfM expertise, "Playing? Take stock of (digital) Game-Based Learning. "
Digital games can be more than entertainment and diversion. They also offer exciting new approaches to teaching and learning in educational contexts, the main result of expertise. Computer games are aimed for a wide range of content, learning methods and applications. And they meet the learning habits of children who have grown up with digital media: the generation of "digital natives" and draws an exploratory network learning from the linear forms.
LfM Director Dr. Jürgen Meier bride says: "The public debate that can be achieved with digital games learning effects in children and adolescents, has opposing views. On the one hand, the existence of such learning effects taken for granted discussed and an eligible educational method, on the other hand, these learning effects called into question in general. The presented expertise will contribute to those who work in this area practically pedagogical to enable a differentiated perspective. "
's expertise offers a comprehensive scientific survey on learning through digital games.
John Brewer, author of the expertise and media studies at the University of Hohenheim, describes categories and possible ratings for teaching purposes of usable digital games. The research and previous gaps are outlined. Finally, the author describes the use of digital Games in educational practices. The listed recommendations for educators and researchers are complemented by a collection of good games and literature tips.
The expertise is available here. [PDF, p.68]
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