Se ha denunciado esta presentación.
Utilizamos tu perfil de LinkedIn y tus datos de actividad para personalizar los anuncios y mostrarte publicidad más relevante. Puedes cambiar tus preferencias de publicidad en cualquier momento.

Learning with Games

69 visualizaciones

Publicado el

Seminar for the Eramus+ project "EduGaming - Aprender com jogos eletrónicos". At ESCOLA EB 2º E 3º CICLOS DR. JOÃO DE BARROS, Figueira da Foz. 15th may 2019

Publicado en: Educación
  • Inicia sesión para ver los comentarios

  • Sé el primero en recomendar esto

Learning with Games

  1. 1. Learning with Games Nelson Zagalo, Universidade Aveiro EduGaming - Aprender com jogos eletr�nicos (Erasmus +) Figueira da Foz, 15 may 2019
  2. 2. Interactive components offer great appeal to both students and educators as they allow experimentation, which leads to learning by doing. Porqu� jogos?
  3. 3. Problem of Educational Games (Wattanasoontorn, et al., 2013) Breach of creative contract.
  4. 4. What are Games Made of?
  5. 5. What are Games Made of? As play cultural objects, games present three fundamental elements that constitute any game: Rules, Objects and Verbs. Rules (win conditions, impossibilities) Objects (actuators on the game world) Verbs (what can players do) Domain consisting of abstraction.
  6. 6. What are Games Made of? As narrative cultural objects, they present 3 fundamental elements that constitute any story: World, Characters and Conflicts. World (spaces, regions, cities, streets, rivers, and houses) Characters (protagonists, secondary and artifacts) Conflicts (Relations between Characters and Spaces) Domain consisting of meaning.
  7. 7. What are Games Made of? As cultural objects of simulation, they present 3 fundamental elements that constitute any interaction: Manipulation, Navigation and Participation. Manipulation (can act on objects) Navigation (can act on space) Participation (can act on events) Domain consisting of doing.
  8. 8. What do they allow to do?
  9. 9. Taxonomy (GNS Theory, 1999; Lindsley, 2003; Zagalo, 2009). Management Resolution Building
  10. 10. O que permitem fazer? Construction of worlds Explore Improvise Create Problem Solving Overcome Compete Solve Management of conflicts Choices Dilemmas Empathize
  11. 11. Learning Impacts
  12. 12. Games (ludology) Learning Impacts Variables: Logic and Patterns Results: Rational Construction Areas of Scientific Application: Mathematics and Physics Areas of application Artistic: Visual and sound
  13. 13. Narratives (storytelling) Learning Impacts Variables: Causality and Unity Results: Meaning making Areas of scientific application: Portuguese, History and Languages Areas of application Artistic: Cinema and Theater
  14. 14. Simulators (real substitution) Learning Impacts Variables: Freedom and Control Results: Conceptual Modeling Areas of scientific application: Biology, Geography, Chemistry Areas of application Artistic: Design and Architecture
  15. 15. Motivation to Play
  16. 16. Videogames function as simulators of reality learning, and can operate in any domain of human knowledge. Motivation to Play
  17. 17. We are highly curious animals, true learning machines. Motivation to Play No. Just as young people do not like to play all the games, they will not like a discipline any more just because it happens through a game. Is then enough to transform school matter in games?
  18. 18. Nelson Zagalo, DigiMedia / UA Learning with Games Agrupamento Escolas Zona Urbana da Figueira da Foz ESCOLA EB 2� E 3� CICLOS DR. JO�O DE BARROS