Affiliation:
1. Universitat Ramon Llull, Spain
Abstract
From primary and secondary educational levels to higher education and lifelong learning, the use of games for educational purposes has become a focus of increasing interest for instructional designers, teachers, and researchers. To ensure the achievement of learning objectives and competency in the use of games for educational purposes, the use of Game-Based Learning (GBL) in the curriculum should be considered in terms of its learner-centred characteristics, game dynamics, and interactional requirements. A dimension that involves all these characteristics is the time factor. Time is considered in this chapter from three different points of view: learner’s psychological time; temporal gameplay; and the “interaction tempo” required for successfully including games in the curriculum. This chapter describes four typologies of the time factor: time-on-task; temporal perspectives of learners; temporal gameplay; and interaction tempo. Finally, the chapter proposes practical ideas for game designers and teachers when using GBL in face-to-face and online contexts.
Reference76 articles.
1. Time perspective and school membership as correlates to academic achievement among African American adolescents.;D. H.Adelabu;Adolescence,2007
2. Study Behaviors and Their Relationships to Test Anxiety and Academic Performance
3. Validation française de l'échelle de temporalité
4. The role of self-regulation in learning about science with hypermedia;R.Azevedo;Recent Innovations in Educational Technology that Facilitate Student Learning,2008
Cited by
4 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献