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Motivating Game-Based Learning Efforts in Higher Education

机译:在高等教育中激发基于游戏的学习努力

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摘要

Though there is considerable research to support using Game-Based Learning (GBL) in higher education, its implementation is lagging behind K-12 education by an order of magnitude. By considering the current state of GBL from leadership, primary consumer, academic and technical perspectives, the authors frame the main issues involved with successfully implementing these efforts. These issues involve obtaining the resources required to make mature serious games that are similar in presentation, functionality and effectiveness to the commercial-based products so widely used today, while ensuring that they are imbued with academic content worthy of college curricula. After motivating a compelling case for GBL, despite a number of constraints and difficulties, the authors present two higher education efforts that are designed to augment the core curriculum for undergraduate and graduate level courses associatedwith the field ofTrauma-a field enhanced by virtual efforts due to its challenging subject matter.
机译:尽管有大量研究支持在高等教育中使用基于游戏的学习(GBL),但其实施落后于K-12教育一个数量级。通过从领导,主要消费者,学术和技术角度考虑GBL的现状,作者提出了成功实施这些工作所涉及的主要问题。这些问题涉及获得制作成熟的严肃游戏所需的资源,这些成熟的严肃游戏的外观,功能和有效性与当今如此广泛使用的基于商业的产品相似,同时确保它们充满了值得大学课程学习的学术内容。在提出了令人信服的GBL案例之后,尽管遇到了许多限制和困难,作者还是提出了两项​​高等教育工作,旨在扩大与创伤领域相关的本科和研究生课程的核心课程。它具有挑战性的主题。

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