ログイン
言語:

WEKO3

  • トップ
  • ランキング
To
lat lon distance
To

Field does not validate



インデックスリンク

インデックスツリー

メールアドレスを入力してください。

WEKO

One fine body…

WEKO

One fine body…

アイテム

  1. 著者
  2. 宮崎国際大学
  3. A
  4. Adachi, Jason
  1. 宮崎国際大学
  1. 宮崎国際大学
  2. <国際教養学部> 紀要 比較文化 ISSN 2432-2903
  1. 宮崎国際大学
  2. <国際教養学部> 紀要 比較文化 ISSN 2432-2903
  3. 2020 第25巻

Avatars in the Classroom: Promoting Understanding of the Active Learning Process Through Gamification

https://meilib.repo.nii.ac.jp/records/815
https://meilib.repo.nii.ac.jp/records/815
0e1370f0-ef6c-4498-ba66-cbe035546a84
名前 / ファイル ライセンス アクション
Comparative_Culture2020.7.adachi.pdf Comparative_Culture2020.7.adachi (448.0 kB)
Item type 紀要論文 / Departmental Bulletin Paper(1)
公開日 2021-12-03
タイトル
タイトル Avatars in the Classroom: Promoting Understanding of the Active Learning Process Through Gamification
タイトル
タイトル Avatars in the Classroom: Promoting Understanding of the Active Learning Process Through Gamification
言語 en
言語
言語 eng
資源タイプ
資源タイプ識別子 http://purl.org/coar/resource_type/c_6501
資源タイプ departmental bulletin paper
著者 Adachi, Jason

× Adachi, Jason

WEKO 1080

Adachi, Jason

Search repository
抄録
内容記述タイプ Abstract
内容記述 This paper describes a long-term CLIL class project that reinforces awareness of study behaviors that may influence the understanding and retention of course concepts and vocabulary. The project turns the learning process into a game in which student teams curate the knowledge accumulated by their team’s avatar, an imaginary student that is participating in the class alongside them.
Using a simplified version of cognitive psychology’s model of short and longterm memory, the teams shuffle bits of information into different categories of their avatar’s body of acquired knowledge. Some of this information is transient and subject to removal. More firmly internalized material is shifted to long-term memory and becomes safe from mishap. Over the course of gameplay, specific actions, events, and random occurrences help or hinder the learning process and serve as tangible examples of how various factors affect retention.
In the gamification of the learning process, the project seeks to take advantage of the human impulse to be a “backseat driver.” By “teaching” the avatar and making critical judgments about what must be done to help the avatar to succeed, students gain insight into their own learning processes.
書誌情報 比較文化
en : Comparative culture, the journal of Miyazaki International College

巻 25, p. 70-78, 発行日 2021-02
出版者
出版者 宮崎国際大学
出版者
出版者 Miyazaki International College
ISSN
収録物識別子タイプ ISSN
収録物識別子 2432-2903
戻る
0
views
See details
Views

Versions

Ver.1 2023-06-28 15:21:54.188434
Show All versions

Share

Mendeley Twitter Facebook Print Addthis

Cite as

エクスポート

OAI-PMH
  • OAI-PMH JPCOAR 2.0
  • OAI-PMH JPCOAR 1.0
  • OAI-PMH DublinCore
  • OAI-PMH DDI
Other Formats
  • JSON
  • BIBTEX

Confirm


Powered by WEKO3


Powered by WEKO3