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Within these learning principles Gee shows the reader the various ways in which games and learning are linked and how each principle supports learning through gaming. One example would be Learning Principle 6: "Psychosocial Moratorium" Principle, where Gee explains that in games, learners can take risks in a space where real-world consequences ...
One of the earliest social science theories (1971) about the role of video games in society involved violence in video games, later becoming known as the catharsis theory. The theory suggests that playing video games in which you perform violent acts might actually channel latent aggression, resulting in less aggression in the players real ...
The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. [1] [2] The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. [3]
Active learning requires the learner to understand and use design grammars of the semiotic domain in which he/she is learning. Critical learning has occurred when the learner can engage with, reflect upon, critique, and change elements of the design. Design Principle: Learning about design principles and appreciating the design.
Some schools faced challenges in adapting assessments and exams to the new learning environment. [10] In a study by Eddie M. Mulenga and José M. Marbán on Zambian students during the pandemic, students struggled to adapt to online learning in subjects like mathematics, as they were unprepared for the unfamiliar digital platforms.
Self-regulated learning refers to several concepts that play major roles in learning and which have significant relevance in e-learning. [14] explains that in order to develop self-regulation, learning courses should offer opportunities for students to practice strategies and skills by themselves. Self-regulation is also strongly related to a ...
Learning through play is a term used in education and psychology to describe how a child can learn to make sense of the world around them. Through play children can develop social and cognitive skills, mature emotionally, and gain the self-confidence required to engage in new experiences and environments.
Pedretti, E. (1996) Learning about science, technology and society (STS) through an action research project: co-constructing an issues based model for STS education. School Science and Mathematics, 96 (8), pp. 432–440. Pedretti, E. (1997) Septic tank crisis: a case study of science, technology and society education in an elementary school.