3. the digital era and the games generation
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THE DIGITAL ERA AND THE GAMES GENERATION
DANIELA ROMANO
UNIVERSITY OF SHEFFIELD
LAYING THE GROUNDWhere we come from and where we are going…
Roadmap
• Edutainment• Technology Enhanced Learning• Serious Games• Gamification
The Grand Challenges of Technology- support Education and Reasoning
• Personalised education• Assessing student learning• Support social learning• Alternative Teaching Methods and Blended Learning• Lifelong learning and Health Care
Roadmap for the Future
• The digital era • Smart mobile and Pervasive technologies and Rich and Natural Interfaces• The Cloud and Big Data• Serious Games and Gamification• Intelligent Environments AI & Games
Research, Teaching and Impact
• Gamification & Applications to the Real World
LEARNING AND LIVING IN THE DIGITAL ERA
THE DIGITAL ERA & THE GAMES GENERATION
Our present economic era is referred as
Information or Digital Age
to indicate the shift from the production of
physical goods towards the
production and manipulation of information
Second economic revolution
THE DIGITAL ERA & THE GAMES GENERATIONThe main cognitive styles observed in the Games Generations raise a number of important challenges for education, training and business in general
Bloom’s Taxonomy & ICT tools
Bloom’s Taxonomy should not be viewed as a hierarchy, as it was in the 1950′s, but as a dynamic learning process
KOLB’S LEARNING CYCLEDavid Kolb published his learning styles model in 1984 from which he developed his learning style inventory.
Kolb's experiential learning theory works on two levels: a four stage cycle of learning and four separate learning styles. Much of Kolb’s theory is concerned with the learner’s internal cognitive processes.
Kolb states that learning involves the acquisition of abstract concepts that can be applied flexibly in a range of situations. In Kolb’s theory, the impetus for the development of new concepts is provided by new experiences.
“Learning is the process whereby knowledge is created through the transformation of experience” (David A. Kolb, 1984).
LIVING AND LEARNING WITH NEW MEDIA
LIVING AND LEARNING IN THE DIGITAL ERA
Games Generation Cognitive Style
1. Twitch speed vs. conventional speed
2. Parallel processing vs. linear
3. Graphics vs. text
4. Connected vs. standalone
5. Active vs. passive
6. Play vs. work
7. Payoff vs. patience
8. Fantasy vs. reality
9. Technology-as-a-friend vs. technology-as-a-foe
By Marc Prensky
LIVING AND LEARNING IN THE DIGITAL ERA
TECHNOLOGY IS INCREASING HUMAN POTENTIALS
Education BusinessDigital World
www
Making sense
The future…
DYNAMIC LEARNING
A possible model of delivery for the future
ROADMAP FOR THE FUTURE
DANIELA ROMANO
SeriousGames
ROADMAP FOR THE FUTURE
Application:Work with Industry on the Gamification of real business problems
Impact: Extend to new fields of application and involve more and more users
Teaching and Training: Apply Gamification principles within a Blended learning Context
Research Challenge: Continue embedding multidisciplinary research findings into Gamification principles
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