Digital Game-Based LearningEDUCAUSE Review, vol. 41, no. 2 (March/April 2006)
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Kapitel
- Digital Game-Based Learning - It's Not Just the Digital Natives Who Are Restless (Richard Van Eck)
- Web 2.0: A New Wave of Innovation for Teaching and Learning? (Bryan Alexander)
- The Future for Higher Education: Sunrise or Perfect Storm? (James Hilton)
- The Myth about Student Competency - Our Students Are Technologically Competent (Seite 12 - 13) (Diana G. Oblinger, Brian L. Hawkins)
Dieses Journal erwähnt ...
Personen KB IB clear | Steven Johnson , Diana G. Oblinger , James L. Oblinger , Seymour Papert , Marc Prensky | ||||||||||||||||||||||||||||||||||||
Fragen KB IB clear | Welche Ausbildung wird in der Informationsgesellschaft benötigt? | ||||||||||||||||||||||||||||||||||||
Begriffe KB IB clear | AkkommodationAccommodation , Computerspielecomputer game , Digital NativesDigital Natives , game-based learninggame-based learning , Informationskompetenzinformation literacy , Lernenlearning | ||||||||||||||||||||||||||||||||||||
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Texte |
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Dieses Journal erwähnt vermutlich nicht ...
Nicht erwähnte Begriffe | Assimilation, Digital Immigrants |
Zitate im Journal
Do we have an operative definition of IT literacy?
It can be easy to oversimplify IT
literacy as the ability to use a computer
and a search engine. Does the quality
of different information resources
matter? Has the institution discussed
the new media and communication
forms that have become part of our
culture—multimedia, podcasts, Web
sites, IM, and avatars? Is the institution
defining IT literacy based on today’s
tools (word-processing programs,
spreadsheets) or on the activities they
enable (communication, analysis)? As
the world increasingly uses visualization,
audio, and augmented reality, is
the institution including these in the
definition of IT literacy, or did it stop
with keyboarding skills?
Von Diana G. Oblinger, Brian L. Hawkins im Journal Digital Game-Based Learning (2006) im Text The Myth about Student Competency auf Seite 13What skills do students (and faculty) need
in a digital world? A college/university
education is designed to develop
subject matter expertise, among other
competencies. As more and more material
is made available in digital form,
IT skills become necessary to access
and manipulate those information
resources. But a college/university
education also implies that students
acquire other critical skills, such as information
gathering, analysis, critical
thinking, and problem-solving. Each
of those can be facilitated by technology.
Is the institution providing
students with the tools, guidance, and
practice they need? Can the students
tell a legitimate source from one that
is biased? Not to be forgotten are the
ethics associated with ideas, information
resources, and communication.
In an age of cut-copy-and-paste, music
downloads, and pirated software, do
the students have guidance in applying
the principles of academic honesty
and respect to the digital world?
Von Diana G. Oblinger, Brian L. Hawkins im Journal Digital Game-Based Learning (2006) im Text The Myth about Student Competency Zitationsgraph
Zeitleiste
19 Erwähnungen
- Educause Quarterly 3/2006 (2006)
- Games and Learning (Diana G. Oblinger)
- Wiki as a Teaching Tool (Kevin R. Parker, Joseph T. Chao) (2007)
- The Horizon Report 2007 (Laurence F. Johnson, Alan Levine, Rachel S. Smith) (2007)
- Ne(x)t Generation Learning - SCIL-Arbeitsbericht 12 (Sabine Seufert, Taiga Brahm) (2007)
- WikiWiki - Technische Grundlagen und pädagogisches Potential (Taiga Brahm)
- Pädagogische Einsatzszenarien von Wikis - unter besonderer Berücksichtigung der Nutzung an der FHS St. Gallen - Hochschule für Angewandte Wissenschaften (Taiga Brahm, Selina Ingold, Bruno Wenk)
- Open Educational Practices and Resources - The Key Role of Social Software (Guntram Geser) (2007)
- Using a wiki to evaluate individual contribution to a collaborative learning project (G. Trentin) (2008)
- Computerspiele und Videogames in formellen und informellen Bildungskontexten (2008)
- Unterrichten mit Computerspielen - Didaktische Potenziale und Ansätze für den gezielten Einsatz in Schule und Ausbildung (Dominik Petko)
- Lernplattformen in Schulen - Ansätze für E-Learning und Blended Learning in Präsenzklassen (Dominik Petko) (2010)
- Facebook and academic performance (Paul A. Kirschner, Aryn Karpinski) (2010)
- Bringing Schools into the 21st Century (Guofang Wan, Dianne M. Gut) (2011)
- 9. The Mobile School (Teresa J. Franklin)
- Serious Games and Edutainment Applications (Minhua Ma, Andreas Oikonomou, Lakhmi C. Jain) (2012)
- 21. Experiences of Promoting Student Engagement Through Game-Enhanced Learning (Therese Charles, David Bustard, Michael David Black)
- The PLE Conference 2013 - Learning and Diversity in the Cities of the Future (Ilona Buchem, Graham Attwell, Gemma Tur) (2013)
- A pedagogy-driven framework for integrating Web 2.0 tools into educational practices and building personal learning environments (Ebrahim Rahimi, Jan van den Berg, Wim Veen)
- smartphone geht vor - Wie Schule und Hochschule mit dem Aufmerksamkeitskiller umgehen können (Andreas Belwe, Thomas Schutz) (2014)
- Digitale Medien: Zusammenarbeit in der Bildung - Beiträge der GMW-Jahreskonferenz 2016 (Josef Wachtler, Martin Ebner, Ortrun Gröblinger, Michael Kopp, Erwin Bratengeyer, Hans-Peter Steinbacher, Christian Freisleben-Teutscher, Christine Kapper) (2016)
- Game-Based-Learning in Aus- und Weiterbildung - von der Idee zur Umsetzung (Sandra Niedermeier, Claudia Müller)
- Tomorrow's Learning: Involving Everyone. Learning with and about Technologies and Computing - 11th IFIP TC 3 World Conference on Computers in Education, WCCE 2017, Dublin, Ireland, July 3-6, 2017 (Arthur Tatnall, Mary Webb) (2017)
- 7. Game-Play: Effects of Online Gamified and Game-Based Learning on Dispositions, Abilities and Behaviours of Primary Learners (Jawaher Alghamdi, Charlotte Holland)
- Second Handbook of Information Technology in Primary and Secondary Education (Joke Voogt, Gerald Knezek, Rhonda Christensen, Kwok-Wing Lai) (2018)
- 40. Assessing Problem-Solving Skills in Game-Based Immersive Environments (Valerie J. Shute, Benjamin Emihovich)
- Lernen mit Bildungstechnologien - Praxisorientiertes Handbuch zum intelligenten Umgang mit digitalen Medien (Helmut M. Niegemann, Armin Weinberger) (2019)
- 18. Lernspiele und Gamification (Jacqueline Schuldt)
- 25 Years of Ed Tech (Martin Weller) (2020)
Volltext dieses Dokuments
Digital Game-Based Learning: Artikel als Volltext (: , 245 kByte; : 2021-03-20) | |
Web 2.0: A New Wave of Innovation for Teaching and Learning?: Artikel als Volltext (: , 234 kByte; : 2021-03-20) | |
The Future for Higher Education: Sunrise or Perfect Storm?: Artikel als Volltext (: , 192 kByte; : 2021-03-20) | |
The Myth about Student Competency: Artikel als Volltext (: , 75 kByte; : 2021-03-20) |
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Beat und dieses Journal
Beat war Co-Leiter des ICT-Kompetenzzentrums TOP während er dieses Journal ins Biblionetz aufgenommen hat. Die bisher letzte Bearbeitung erfolgte während seiner Zeit am Institut für Medien und Schule. Beat besitzt weder ein physisches noch ein digitales Exemplar.