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題名:當數位遊戲進入校園
書刊名:新聞學研究
作者:孫春在 引用關係
作者(外文):Sun, Chuen-tsai
出版日期:2011
卷期:108
頁次:頁33-39
主題關鍵詞:遊戲經驗管理態度學校中的遊戲Attitude toward gamesGaming experienceGaming in school
原始連結:連回原系統網址new window
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  • 被引用次數被引用次數:期刊(3) 博士論文(0) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:3
  • 共同引用共同引用:0
  • 點閱點閱:23
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。
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.
圖書
1.Johnson, Steven(2005)。Everything bad is good for you。New York:Riverhead Books。  new window
2.Prensky, Marc(2001)。Digital game-based learning。New York, NY:McGraw-Hill。  new window
3.Gee, James Paul(2003)。What video games have to teach us about learning and literacy?。Palgrave Macmillan。  new window
 
 
 
 
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