Publication details

Game-based teaching mediated by e-learning resources

Authors

MIŠKOV Jan

Year of publication 2014
Type Appeared in Conference without Proceedings
MU Faculty or unit

Faculty of Social Studies

Citation
Description Universities are the pioneers of e-learning but the process of teaching and learning online has not yet been sufficiently innovated by modern means in the Czech Republic where the concept of a school as a playful environment has its roots in the work of John Amos Comenius. His teaching innovations brought me to the idea to further develop this approach by using current tools of e-learning. Playing, using and consuming digital games in various forms as a contemporary medium preferred by many structures students´ everyday life. It leads to a transformation of our habits and creates a need for a new form and content of communication. So called net generation of students is engaged in various social groups where they share information using new media. I will illustrate the concept of cooperative learning that engages students in the creation of learning materials. Together they create a knowledge database from which they can draw during the study. The aim of the proposed learning network is a collection of the multimedia content and fostering mutual education by disseminating knowledge in a study group. My contribution further suggests a shift from the instructive (linear) approach to an alternative educational model based on the teaching principles incorporated in digital games. I compare e-learning agendas to the modular structure of digital games as complex learning systems. Elements of these dynamic, interconnected systems operate under rules and gameplay mechanisms. The aim of interaction here in general is to switch over from one-way instruction to active student engagement in the subject matter, in cooperation with other key actors in the educational process. Based on my research I will try to uncover the place of games in schooling, what students think about them and what they possibly get from them. Teachers as designers of playful e-courses can thus exploit digital games´ inherent educational potential in teaching mediated by e-learning resources.

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