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Fostering 21st-Century Skills in Constructivist Engineering Classrooms With Digital Game-Based Learning

机译:通过基于数字游戏的学习在建构主义工程教室中培养21世纪的技能

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Video games can be considered constructivist instructional materials because of their potential to promote student-centered opportunities in the classroom. Since the emergence of this educational trend, called digital game-based learning, several studies have been conducted to evaluate the effect that learning or recreational video games have had on learners and on their mastery of learning objectives. Many of these studies have focused on specific sets of skills that specific video games can promote. Nevertheless, there is evidence that any type of video game, regardless of its learning or recreational nature, can help students develop certain knowledge, skills, and attitudes (KSAs) that could be useful for engineering courses and projects. This evidence also suggests that digital game-based learning contributes to 21st-century skills that are necessary for competitive engineering professionals. This literature review will describe the KSAs that could be promoted in constructivist-oriented classrooms when learners engage in any type of video game. This research paper will focus on how engineering students can develop 21st-century KSAs that are implicit in each gaming opportunity, such as high-order thinking and decision-making skills, persistence, socialization, leadership skills, self-confidence, and autonomy and self-regulation.
机译:电子游戏可以被视为建构主义的教学材料,因为它们具有促进课堂上以学生为中心的机会的潜力。自从这种称为基于数字游戏的学习的教育趋势出现以来,已经进行了数项研究,以评估学习或休闲视频游戏对学习者及其对学习目标的掌握的影响。这些研究中有许多集中在特定视频游戏可以提升的特定技能上。但是,有证据表明,任何类型的视频游戏,无论其学习或娱乐性质如何,都可以帮助学生发展某些知识,技能和态度(KSA),这些知识,技能和态度对于工程课程和项目很有用。该证据还表明,基于数字游戏的学习有助于21世纪技能的发展,而这些技能是竞争工程专业人士所必需的。这篇文献综述将描述当学习者从事任何类型的视频游戏时,可以在面向建构主义者的课堂中推广的KSA。本研究论文将侧重于工程学学生如何开发每个游戏机会中都没有的21世纪KSA,例如高阶思维和决策技巧,毅力,社交能力,领导能力,自信心,自治和自我-规。

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