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題名:如何運用遊戲來促進學習典範轉移
書刊名:前瞻科技與管理
作者:詹明峰
作者(外文):Jan, Ming-fong
出版日期:2011
卷期:1:1
頁次:頁47-60
主題關鍵詞:遊戲學習新時代基本素養學習典範轉移論證Game-based learningNew literaciesLearning paradigm shiftArgumentation
原始連結:連回原系統網址new window
相關次數:
  • 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:2
  • 共同引用共同引用:0
  • 點閱點閱:68
在這篇論文中,作者主張運用遊戲來促成「學習典範轉移」(learning paradigm shift)。「學習典範轉移」指的是從仰賴記憶和理解為目標的學習模式,轉變為以批判既有知識與創造新知識為目標的模式。二十一世紀的全球化趨勢,讓我們必須重新思考基本教育的方向,與新時代的學習基本素養(new literacies)。以此為立論基礎,作者檢視當前主流教育系統培育的人才,與二十一世紀知識經濟所需創新人才之間的鴻溝,說明這兩種人才在思考方法上的差異。作者申論遊戲學習與主流學習方法的基本差異,並以「拯救鴨子湖」這個角色扮演遊戲課程作為遊戲學習促進「學習典範轉移」的範例。最後,作者申論運用遊戲促成「學習典範轉移」的局限,作為本文總結。
To meet the global, social, and economic challenges, the author argues that games and game-based learning afford the opportunities for a paradigm shift in learning. The author maintains that the ability to innovate, create and critique ready-made knowledge should be considered "new literacies" for the 21st century global society. This perspective differs dramatically from the conventional definition of literacy-the ability to read and write-which is conceptualized based on the needs of industrial societies. The author articulates how games and game-based learning approaches may be designed to foster new literacies. He provides a game-based learning program Saving Lake Wingra as an for 21st century literacies, and delineates major challenges enacting
期刊論文
1.Squire, K. D.、Jan, M.(2007)。Mad City Mystery: Developing Scientific Argumentation Skills with a Place-Based Augmented Reality Game on Handheld Computers。Journal of Science Education and Technology,16(1),5-29。  new window
2.Squire, K. D.、Klopfer, E.(2007)。Augmented Reality Simulations on Handheld Computers。Journal of the Learning Sciences,16(3),371-413。  new window
會議論文
1.Jan, M.、Chee, Y. S.、Tan, E. M.(2010)。Changing Science Classroom Discourse toward Doing Science: The Design of a Game-Based Learning Curriculum。18th International Conference on Computers in Education。Putrajaya:APSCE。543-547。  new window
研究報告
1.符碧真(2006)。從儒家華人社會的師/生角色義務與成就歸因理論探討教師懲罰之研究 (計畫編號:NSC93-2413-H-002-007)。  延伸查詢new window
2.符碧真(2006)。華人學生學習觀 (計畫編號:NSC-92-2413-H-002-006)。台北:行政院國家科學委員會。  延伸查詢new window
3.Shaffer, D. W.、Gee, J. P.(2005)。Before Every Child is Left Behind: How Epistemic Games Can Solve the Coming Crisis in Education。Madison, WI:Wisconsin Center for Education Research, University of Wisconsin-Madison。  new window
學位論文
1.Jan, M.(2009)。Designing an Augmented Reality Game-Based Curriculum for Argumentation(博士論文)。University of Wisconsin-Madison,Madison, WI。  new window
圖書
1.Lankshear, C.、Knobel, M.(2003)。New literacies: Changing knowledge and classroom learning。Open University Press。  new window
2.DiSessa, A.A.(2000)。Changing Minds : Computers, Learning and Literacy。Cambridge, MA:MIT Press。  new window
3.Gee, J.P.(2007)。Video Games and Good Learning: Collected Essays on Video Games, Learning and Literacy。New York, US:Peter Lang。  new window
4.Squire, K.D.(2008)。Open-Ended Video Games: A Model for Developing Learning for the Interactive Age。The Ecology of Games: Connecting Youth, Games, and Learning。Cambridge, MA, US:The MIT Press。  new window
5.Kuhn, D.(2005)。Education for thinking。Harvard University Press。  new window
6.Friedman, Thomas L.(2005)。The World is Flat: A Brief History of the Twenty-first Century。Farrar, Straus and Giroux。  new window
7.McLuhan, Marshall(1994)。Understanding Media: The Extensions of Man。MIT Press。  new window
8.Wineburg, Sam S.(2001)。Historical Thinking and Other Unnatural Acts: Charting the Future of Teaching the Past。Temple University Press。  new window
9.Gee, James Paul(2003)。What video games have to teach us about learning and literacy?。Palgrave Macmillan。  new window
10.Gee, J. P.(2005)。An introduction to discourse analysis: Theory and method。New York, NY:London:Routledge:Routledge。  new window
 
 
 
 
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