Araştırma Makalesi
BibTex RIS Kaynak Göster

FROM DUSK OF THE INFORMATION ERA TO DAWN OF THE EXPERIENCE ERA: VIDEOGAMES AS A LEARNING TOOL

Yıl 2017, Cilt: 3 Sayı: 7, 170 - 173, 30.04.2017
https://doi.org/10.18768/ijaedu.309814

Öz

Knowledge institutions are often distracted by themselves
and unable to understand what happens in the world of cultural consumption. the
videogame, for example, is quite different from all other media forms, owning
its peculiar language, the gameplay: an interactive, experiential participation
which guarantees a form of involvement that no other medium has. If every
medium carries an educational potential, the use of video-games as a learning
tool still remains largely undefined. To implement video game within the
educational system may look like a radical revolution. We should try different
solutions: the so called “gamification” approach, using videogame dynamics
within our common educational framework or “Simulation Based Learning” using virtual
worlds in which teachers and students can simulate experiences by their own
rules. Experience based Learning provided by video games may become the
ultimate form of contextual education. It is able to simulate a real-life
experience, improving both student engagement and learning. We have to look at
the games as a tool, whose value in education depends on how they are used as
part a comprehensive strategy. The traditional methods of education are focused
on the acquisition of skills in the individual subjects, often neglecting
crucial components for success, such as communication and collaboration. I try
to define an optimal, real-life solution that decreases the centrality of the
written medium, currently at the base of the educational system, merging and
integrating it with new tools and techniques, adding to the traditional
literacy processes a renewed techno-literacy, necessary for students to
communicate and learn.

Kaynakça

  • Abruzzese, A. Introduzione in Ascione, C. (1999). Videogames: elogio del tempo sprecato (Vol. 20). Minimum fax. Abruzzese, A., & Borrelli, D. (2000). L'industria culturale: tracce e immagini di un privilegio. Carocci. Abruzzese, A., & Mancini, P. (2007). Sociologie della comunicazione. Laterza. Antinucci, F. (1995). La realtà virtuale come strumento di conoscenza. Ginevra, Convegno Telecom, 10, 15-95. Becker, K. (2007, November). Instructional ethology: reverse engineering for serious design of educational games. In Proceedings of the 2007 conference on Future Play (pp. 121-128). ACM. Bittanti, M. (Ed.). (2002). Per una cultura dei videogames: teorie [e] prassi del videogiocare. Unicopli. Boyd, D. (2010). Streams of Content, Limited Attention: The Flow of Information through Social Media. Educause Review, 45(5), 26. De Certeau, M., Baccianini, M., Abruzzese, A., & Borrelli, D. (2001). L'invenzione del quotidiano. Edizioni Lavoro. Dickey, M. D. (2005). Engaging by design: How engagement strategies in popular computer and video games can inform instructional design. Educational Technology Research and Development, 53(2), 67-83. Fabricatore, C. (2000). Learning and videogames: An unexploited synergy. Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment (CIE), 1(1), 20-20. Malone, T. W., & Lepper, M. R. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning. Aptitude, learning, and instruction, 3(1987), 223-253. Manovich, L. (2013). Software takes command. London: Bloomsbury Publishing. Maragliano, R. (1996). Esseri multimediali. Immagini del bambino di fine millennio. Firenze, La Nuova. McGonigal, J. (2011). Reality is broken. New York: Penguin Press. McLuhan, M. (2011). Capire i media: gli strumenti del comunicare. Il Saggiatore. Paggiarin, V., (2009). Narrazione, Interattività e Performance Ludica nel videogioco: il caso di "In Memoriam". Università IULM (Milano) Prensky, M. (2005). Engage me or enrage me. Educase Review, 40(5), 61-64. Shaffer, D. W., Squire, K., Halverson, R., & Gee, J. P. (2004). Video games and the future of learning. Retrieved December 12, 2004. Van Eck, R. (2006). Digital game-based learning: It's not just the digital natives who are restless. EDUCAUSE review, 41(2), 16.
Yıl 2017, Cilt: 3 Sayı: 7, 170 - 173, 30.04.2017
https://doi.org/10.18768/ijaedu.309814

Öz

Kaynakça

  • Abruzzese, A. Introduzione in Ascione, C. (1999). Videogames: elogio del tempo sprecato (Vol. 20). Minimum fax. Abruzzese, A., & Borrelli, D. (2000). L'industria culturale: tracce e immagini di un privilegio. Carocci. Abruzzese, A., & Mancini, P. (2007). Sociologie della comunicazione. Laterza. Antinucci, F. (1995). La realtà virtuale come strumento di conoscenza. Ginevra, Convegno Telecom, 10, 15-95. Becker, K. (2007, November). Instructional ethology: reverse engineering for serious design of educational games. In Proceedings of the 2007 conference on Future Play (pp. 121-128). ACM. Bittanti, M. (Ed.). (2002). Per una cultura dei videogames: teorie [e] prassi del videogiocare. Unicopli. Boyd, D. (2010). Streams of Content, Limited Attention: The Flow of Information through Social Media. Educause Review, 45(5), 26. De Certeau, M., Baccianini, M., Abruzzese, A., & Borrelli, D. (2001). L'invenzione del quotidiano. Edizioni Lavoro. Dickey, M. D. (2005). Engaging by design: How engagement strategies in popular computer and video games can inform instructional design. Educational Technology Research and Development, 53(2), 67-83. Fabricatore, C. (2000). Learning and videogames: An unexploited synergy. Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment (CIE), 1(1), 20-20. Malone, T. W., & Lepper, M. R. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning. Aptitude, learning, and instruction, 3(1987), 223-253. Manovich, L. (2013). Software takes command. London: Bloomsbury Publishing. Maragliano, R. (1996). Esseri multimediali. Immagini del bambino di fine millennio. Firenze, La Nuova. McGonigal, J. (2011). Reality is broken. New York: Penguin Press. McLuhan, M. (2011). Capire i media: gli strumenti del comunicare. Il Saggiatore. Paggiarin, V., (2009). Narrazione, Interattività e Performance Ludica nel videogioco: il caso di "In Memoriam". Università IULM (Milano) Prensky, M. (2005). Engage me or enrage me. Educase Review, 40(5), 61-64. Shaffer, D. W., Squire, K., Halverson, R., & Gee, J. P. (2004). Video games and the future of learning. Retrieved December 12, 2004. Van Eck, R. (2006). Digital game-based learning: It's not just the digital natives who are restless. EDUCAUSE review, 41(2), 16.
Toplam 1 adet kaynakça vardır.

Ayrıntılar

Bölüm Makaleler
Yazarlar

Emiliano Chirchiano

Yayımlanma Tarihi 30 Nisan 2017
Gönderilme Tarihi 30 Nisan 2017
Yayımlandığı Sayı Yıl 2017Cilt: 3 Sayı: 7

Kaynak Göster

EndNote Chirchiano E (01 Nisan 2017) FROM DUSK OF THE INFORMATION ERA TO DAWN OF THE EXPERIENCE ERA: VIDEOGAMES AS A LEARNING TOOL. IJAEDU- International E-Journal of Advances in Education 3 7 170–173.

 Published and Sponsored by OCERINT International © 2015 - 2023

Contact: ijaedujournal@hotmail.com

Creative Commons License

International E-Journal of Advances in Education by IJAEDU is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License. Permissions beyond the scope of this license may be available at http://ijaedu.ocerintjournals.org