A Model to Identify Affordances for Game-Based Sustainability Learning
نویسندگان
چکیده
Sustainability learning requires the assimilation of domain-specific knowledge and the development of mindsets suitable to engage in complex system dynamics to foster sustainable action. There is a need for bespoke educational models and practical tools to foster sustainability learning. Digital games can answer such need, due to their remarkable potential to wholly engage players in sustainability-related contexts and problems entailing complex dynamics, and the advantages of intrinsically motivating game-based learning processes. However, there is evidence suggesting that such potential might be underexploited. To address this, in this paper we present a model for the identification and analysis of game-based sustainability learning affordances. Our model can be used to support the selection of games for educational purposes, or to facilitate the planning and introduction of game-based sustainability learning affordances when designing new games.
منابع مشابه
Play Your Way Into Math: Supporting Prevocational Students in a Computer Game-based Learning Environment
Project Goal The overall research focus in this project concerns the affordances of computer game-based learning (CGBL) for prevocational students, in the domain of mathematics. The effects of different forms of elicited reflection on both students’ acquired knowledge and motivation during game-play are examined. The goal is to identify concrete conditions under which CGBL establishes positive ...
متن کاملRelationship between Designing Computer-based Educational Games, and Learning Motivation among Elementary Students
Background: Motivation is an important factor in learning. Educational games increase the learning motivation and understanding of students by creating a sense of joy, satisfaction and involvement. However, it is necessary to incorporate learning elements into the games, differently. In this study, the researcher tried to provide a model for designing educational games and determining its relat...
متن کاملAffordances and limitations of technology: Voices from EFL teachers and learners
With the developments of new technologies appearing very quickly, the attention has been focused more on technology than learning. English centers and institutes have mostly been busy accommodating new programs and technologies and hence have not spent enough time to evaluate the CALL programs and technologies employed to find their affordances and limitations. The present study was an attempt ...
متن کاملAn Adaptive Learning Game for Autistic Children using Reinforcement Learning and Fuzzy Logic
This paper, presents an adapted serious game for rating social ability in children with autism spectrum disorder (ASD). The required measurements are obtained by challenges of the proposed serious game. The proposed serious game uses reinforcement learning concepts for being adaptive. It is based on fuzzy logic to evaluate the social ability level of the children with ASD. The game adapts itsel...
متن کاملIranian EFL Learners' Perception of the Efficacy of Activity Theory-based Reading Comprehension
Any language classroom is a distinctive learning context offering numerous affordances that might be perceived effectively, remain unnoticed, or even act as constraints. Therefore, exploring students' perception toward a particular method of instruction is crucial since it may produce a reliable piece of evidence for teachers to confirm or refute the effectiveness of the intended instructional ...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
عنوان ژورنال:
دوره شماره
صفحات -
تاریخ انتشار 2016