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如何運用遊戲來促進學習典範轉移

Fostering Learning Paradigm Shift with Game-Based Learning

摘要


在這篇論文中,作者主張運用遊戲來促成「學習典範轉移」(learning paradigm shift)。「學習典範轉移」指的是從仰賴記憶和理解為目標的學習模式,轉變為以批判既有知識與創造新知識為目標的模式。二十一世紀的全球化趨勢,讓我們必須重新思考基本教育的方向,與新時代的學習基本素養(new literacies)。以此為立論基礎,作者檢視當前主流教育系統培育的人才,與二十一世紀知識經濟所需創新人才之間的鴻溝,說明這兩種人才在思考方法上的差異。作者申論遊戲學習與主流學習方法的基本差異,並以「拯救鴨子湖」這個角色扮演遊戲課程作為遊戲學習促進「學習典範轉移」的範例。最後,作者申論運用遊戲促成「學習典範轉移」的局限,作為本文總結。

並列摘要


To meet the global, social, and economic challenges, the author argues that games and game-based learning afford the opportunities for a paradigm shift in learning. The author maintains that the ability to innovate, create and critique ready-made knowledge should be considered ”new literacies” for the 21st century global society. This perspective differs dramatically from the conventional definition of literacy-the ability to read and write-which is conceptualized based on the needs of industrial societies. The author articulates how games and game-based learning approaches may be designed to foster new literacies. He provides a game-based learning program Saving Lake Wingra as an for 21st century literacies, and delineates major challenges enacting

參考文獻


diSessa, A.A.(2000).Changing Minds: Computers, Learning and Literacy.Cambridge, MA, US:MIT Press.
Friedman, T.(2005).The World is Flat: A Brief History of the Twenty-First Century.New York, US:Farrar, Straus and Giroux.
Gee, J.P.(2003).What Video Games Have to Teach Us about Learning and Literacy.New York, US:Palgrave Macmillan.
Gee, J.P.(2005).An Introduction to Discourse Analysis: Theory and Method.London, UK:Routledge.
Gee, J.P.(2007).Good Video Games and Good Learning: Collected Essays on Video Games, Learning and Literacy.New York, US:Peter Lang.

被引用紀錄


劉育辰(2015)。數位遊戲式學習融入國小智能障礙學生數學學習成效之探究〔碩士論文,淡江大學〕。華藝線上圖書館。https://doi.org/10.6846/TKU.2015.00199

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