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Development of a comprehensive process for introducing game-based learning in higher education for lecturers
ID Fernández Raga, María (Avtor), ID Aleksić, Darija (Avtor), ID Kapucugil Ikiz, Aysun (Avtor), ID Markiewicz, Magdalena (Avtor), ID Streit, Herbert (Avtor)

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Izvleček
Emerging trends such as digitalization, globalization, and the COVID-19 pandemic are forcing higher education institutions to undergo constant organizational and technological changes and to introduce innovative pedagogical approaches suitable for teaching a new generation of students—the so-called digital natives. The goal of this paper is to engage in the ongoing debate in higher education about new teaching methods, i.e., game-based learning methods, which meet the needs of digital natives. They have grown up in a fast-paced, technology-driven society, which has affected how they absorb information, their ability to concentrate for extended periods, and their motivation and engagement in the learning process. Existing research suggests that implementing the game-based learning method can be very difficult and costly, as it often requires adapting the freely available game to the requirements of the particular course and additional investment in purchasing appropriate equipment. In this paper, we develop a comprehensive procedure for introducing a cost-effective game-based learning method in higher education, which includes thirteen steps to help lecturers introduce game-based activities straightforwardly into their teaching processes. In addition, we also present security, cultural, and quality assurance issues that need to be considered when implementing game-based learning in higher education.

Jezik:Angleški jezik
Ključne besede:learning, distance learning, teaching methods, game-based learning, gamification, game design, higher education, hybrid teaching, online teaching
Vrsta gradiva:Članek v reviji
Tipologija:1.01 - Izvirni znanstveni članek
Organizacija:EF - Ekonomska fakulteta
Status publikacije:Objavljeno
Različica publikacije:Objavljena publikacija
Leto izida:2023
Št. strani:18 str.
Številčenje:Vol. 15, iss. 4 (article no. 3706)
PID:20.500.12556/RUL-148004 Povezava se odpre v novem oknu
UDK:37.015.31
ISSN pri članku:2071-1050
DOI:10.3390/su15043706 Povezava se odpre v novem oknu
COBISS.SI-ID:142061571 Povezava se odpre v novem oknu
Datum objave v RUL:18.07.2023
Število ogledov:1288
Število prenosov:67
Metapodatki:XML DC-XML DC-RDF
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Gradivo je del revije

Naslov:Sustainability
Skrajšan naslov:Sustainability
Založnik:MDPI
ISSN:2071-1050
COBISS.SI-ID:5324897 Povezava se odpre v novem oknu

Licence

Licenca:CC BY 4.0, Creative Commons Priznanje avtorstva 4.0 Mednarodna
Povezava:http://creativecommons.org/licenses/by/4.0/deed.sl
Opis:To je standardna licenca Creative Commons, ki daje uporabnikom največ možnosti za nadaljnjo uporabo dela, pri čemer morajo navesti avtorja.

Sekundarni jezik

Jezik:Slovenski jezik
Ključne besede:izobraževanje, študij na daljavo, učne metode

Projekti

Financer:EC - European Commission
Program financ.:Erasmus+ Strategic Partnership KA226 Partnership for Digital Education Readiness
Številka projekta:2020-1-SI01-KA226-HE-093593
Naslov:Development of Innovative, Gamified and Interactive Method for Advanced e-Teaching and E-learning of Skills
Akronim:DigiMates

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