Game: Experience as an Educational Tool
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F61988987%3A17310%2F19%3AA2302HAS" target="_blank" >RIV/61988987:17310/19:A2302HAS - isvavai.cz</a>
Výsledek na webu
<a href="https://www.intechopen.com/chapters/69312" target="_blank" >https://www.intechopen.com/chapters/69312</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.5772/intechopen.88853" target="_blank" >10.5772/intechopen.88853</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Game: Experience as an Educational Tool
Popis výsledku v původním jazyce
With a rapid growth of information and new discoveries, curricula at schools have been massively overloaded in recent years. At the same time, modern technologies, which have accelerated the learning process in many ways, cause a lack of learning through our own experience. A solution to this state can be a game as a means of linking formal and informal learning. The use of a game might be diverse: gamification of a class with simple gaming activities folded into a game story using a scoring system, comprehensive educational games based on role playing, or using an ICT game as a tool for recognition of the area of student’s interest, a tool for asking new questions, and a tool for offering the desired experience. With regard to the knowledge we have about the learning process, it is clear that experience is still the most effective way of learning, with long-lasting sustainability. So, if we offer experience in an appropriate way, we can make the entire learning and educational process more effective.
Název v anglickém jazyce
Game: Experience as an Educational Tool
Popis výsledku anglicky
With a rapid growth of information and new discoveries, curricula at schools have been massively overloaded in recent years. At the same time, modern technologies, which have accelerated the learning process in many ways, cause a lack of learning through our own experience. A solution to this state can be a game as a means of linking formal and informal learning. The use of a game might be diverse: gamification of a class with simple gaming activities folded into a game story using a scoring system, comprehensive educational games based on role playing, or using an ICT game as a tool for recognition of the area of student’s interest, a tool for asking new questions, and a tool for offering the desired experience. With regard to the knowledge we have about the learning process, it is clear that experience is still the most effective way of learning, with long-lasting sustainability. So, if we offer experience in an appropriate way, we can make the entire learning and educational process more effective.
Klasifikace
Druh
C - Kapitola v odborné knize
CEP obor
—
OECD FORD obor
50300 - Education
Návaznosti výsledku
Projekt
—
Návaznosti
I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace
Ostatní
Rok uplatnění
2019
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název knihy nebo sborníku
Game Design and Intelligent Interaction
ISBN
978-1-78985-907-2
Počet stran výsledku
11
Strana od-do
18-29
Počet stran knihy
154
Název nakladatele
IntechOpen
Místo vydání
London, United Kingdom
Kód UT WoS kapitoly
—