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當數位遊戲進入校園

Digital Games in School

摘要


數位遊戲以各種形式進入校園,從教育軟體、遊戲式學習活動到學生手中的電玩,帶來了多重的機會和挑戰。以往的研究多預設教師和學生之間存在著遊戲落差,但隨著教師年齡層的下降,越來越多的教師具有豐富的遊戲經驗,他們如何看待校園中的遊戲和玩家,亦為值得探討的課題。本文從資訊科技教育的角度觀察數位遊戲所帶來的影響。

並列摘要


Digital games have affected campus life by various forms, such as educational software, game-based learning activities, and video games played by the students. These games have brought in multiple opportunities and challenges. Previous research tended to presume a gaming experience gap between instructors and students. However, with the lowering of instructors' age in present educational system, an increasing number of school instructors have abundant experiences in playing digital games, thus known better about game genre, gaming space, time and companies. How they perceive and react to digital games and student gamers in school thus becomes an issue worth studying. This article introduced the influences of digital gaming on campuses from the perspective of information technology for instruction.

參考文獻


Gee, J. P.(2003).What video games have to teach us about learning and literacy.New York, NY/New York, NY:Palgrave/St. Martin's.
Johnson, S.(2005).Everything bad is good for you.New York, NY:Riverhead.
Prensky, M.(2001).Digital game-based learning.New York, NY:McGraw-Hill.

被引用紀錄


黃怡婷(2013)。數位遊戲式學習應用在二元一次方程式學習之研究〔碩士論文,國立屏東科技大學〕。華藝線上圖書館。https://doi.org/10.6346/NPUST.2013.00268

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