Game-Like Technology Innovation Education
نویسنده
چکیده
This paper examines the methodological challenges and perspectives of designing game-like scenarios for the implementation of innovation processes in school science education. This paper presents a design-based research study of a game-like innovation scenario designed for technology education for Danish public school students aged 13-15. Students play the role of company heads that develop intelligent music technology. This game-like learning environment was designed to develop innovation competencies through the simulation of a practical learning situation. The term “game-like” is used to denote that the scenario should not be considered an educational game, such as the educational computer games used in many schools today. The focus of the design is to include practices and tools from innovative professions and use game principles and elements to create a meaningful frame around the creative and innovative practices. DOI: 10.4018/978-1-4666-2467-2.ch003
منابع مشابه
The future of e-learning in healthcare professional education: some possible directions. Commentary.
E-learning in healthcare professional education still seems like it is a new innovation but the reality is that e-learning has been around for as long as the internet has been around. This is approximately twenty years and so it is probably appropriate to now take stock and consider what the future of e-learning in healthcare professional education might be. One likely occurrence is that there ...
متن کاملManaging Innovation and Technology in Developing Countries
Innovation and technology management is an inevitable issue in the high end technological and innovative organizations. Today, most of the innovations are limited with developed countries like USA, Japan and Europe while developing countries are still behind in the field of innovation and management of technology. But it is also becoming a subject for rapid progress and development in developin...
متن کاملVirtual Labs in Engineering Education: Modeling Perceived Critical Mass of Potential Adopter Teachers
Virtual labs for science experiments are a multimedia technology innovation. A possible growth pattern of the perceived critical mass for virtual labs adoption is modeled using (N=240) potential-adopter teachers based on Roger’s theory of diffusion and of perceived attributes. Results indicate that perceived critical mass influences behavior intention to adopt a technology innovation like Virtu...
متن کاملToward a Theory of Game-Media Literacy: Playing and Building as Reading and Writing
This paper discusses varied ideas on games, learning, and digital literacy for 21st-century education as theorized and practiced by the author and James Paul Gee, and their colleagues. With attention to games as means for learning, the author links Gee’s theories to the learning sciences tradition (particularly those of the MIT Constructionists) and extending game media literacy to encompass “w...
متن کاملExplaining Challenges of Applying the Technology and Innovation University in Higher Education System
Introduction: Technology and innovation universities of third generation are universities whose main concern is teaching, learning and entrepreneurship. Regarded to the role of third generation universities in the commercialization of knowledge and entrepreneurship, present research aimed to explaining challenges of applying the technology and innovation university in higher education system. M...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید
ثبت ناماگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید
ورودعنوان ژورنال:
- IJVPLE
دوره 2 شماره
صفحات -
تاریخ انتشار 2011