Exploitation of games and virtual environments for e-learning
There has been a significant body of work in recent years in the development of e-learning tools and products. The main focus has been on models that are developed from the constructivist tradition, based on the notion that learners actively construct their own understanding and knowledge from their...
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Zusammenfassung: | There has been a significant body of work in recent years in the development of e-learning tools and products. The main focus has been on models that are developed from the constructivist tradition, based on the notion that learners actively construct their own understanding and knowledge from their experiences. The topic of this paper is the possible future use of computer games technologies and games based narrative to support e-learning and as a tool for lifelong learning. Computer games metaphors and underpinning models are inherently constructivist, the gaming format is also chosen for its ability to engage. The gaming format also lends itself to support the known advantages of narrative from oral traditions and fits with the younger generation's interest in current trends in the entertainment industry. The decision to adopt a game-based approach to the development of e-learning follows on from a survey of current state-of-the art support for lifelong learning that was carried out by the authors, a key element of that investigation being the different techniques to improve learning and retention through engagement of the student. The increased availability of high bandwidth connections to support multi-user, graphics-rich environments such as gaming environments supports the use of these gaming technologies for virtual learning environments. The use of storytelling in education provides us with a mechanism to establish a relationship between games and virtual learning environments, there have been numerous trials of the use of on-line games setups suitable for this purpose in the form of simulations, MUDs and adventure games. During the last few years multiple virtual worlds have been developed for general communication between users from different parts of the world, and these can be used to support all the important social aspects of learning. From the perspective of our research we are interested in designing a model for an online games-based leaning environment using narrative models, witch will then be developed as an exemplar of this particular approach |
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DOI: | 10.1109/ITHET.2006.339793 |