Literaturnachweis - Detailanzeige
Autor/inn/en | Hense, Jan; Mandl, Heinz |
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Institution | International Association for Development of the Information Society (IADIS) |
Titel | Learning "in" or "with" Games? Quality Criteria for Digital Learning Games from the Perspectives of Learning, Emotion, and Motivation Theory |
Quelle | (2012), (8 Seiten)
PDF als Volltext |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Monographie |
Schlagwörter | Foreign Countries; Educational Games; Electronic Publishing; Feedback (Response); Learning Theories; Learning Processes; Constructivism (Learning); Opportunities; Educational Psychology; Problem Solving; Emotional Response; Learning Motivation; Psychological Patterns; Student Motivation; Personal Autonomy; Group Membership; Educational Quality; Criteria Ausland; Educational game; Lernspiel; Elektronisches Publizieren; Learning theory; Lerntheorie; Learning process; Lernprozess; Möglichkeit; Erziehungspsychologie; Pädagogische Psychologie; Problemlösen; Emotionales Verhalten; Motivation for studies; Lernmotivation; Schulische Motivation; Individuelle Autonomie; Gruppenzugehörigkeit; Quality of education; Bildungsqualität |
Abstract | This conceptual paper aims to clarify the theoretical underpinnings of game based learning (GBL) and learning with digital learning games (DLGs). To do so, it analyses learning of game related skills and contents, which occurs constantly during playing conventional entertainment games, from three perspectives: learning theory, emotion theory, and motivation theory. It is assumed that by an analysis of the processes leading to implicit learning in conventional digital games, the underlying principles can be made explicit and subsequently used for designing DLGs effective for curricular learning. Theoretical approaches which are used in the analysis include behaviorism, cognitivism, individual and social constructivism for the perspective of learning theory. For the perspective of emotion theory, research on learning related effects of positive and negative emotion is used, and for the perspective of motivation theory constructs and approaches such as self-efficacy, locus of control, interest and self-determination theory are drawn upon. All of these theoretical perspectives help to understand how players of conventional entertainment games acquire a wide range of skills and contents while playing, and why they do so with immense motivational and emotional involvement. The results of the theoretical analysis are subsequently used to deduct criteria and guidelines for designing and applying digital learning games as powerful learning environments. Early experiences derived from the checklist's application are reported. (Contains 1 figure.) [For the complete proceedings, "Proceedings of the International Association for Development of the Information Society (IADIS) International Conference on Cognition and Exploratory Learning in Digital Age (CELDA) (Madrid, Spain, October 19-21, 2012)," see ED542606.] (As Provided). |
Anmerkungen | International Association for the Development of the Information Society. e-mail: secretariat@iadis.org; Web site: http://www.iadisportal.org |
Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2017/4/10 |