加拿大essay代写:游戏的定义
Keywords:加拿大essay代写
游戏的定义作为一种新的素养和使用游戏作为教学和学习知识技能的一种手段已成为重要的关注对象的教育工作者多年(Buckingham和斯坎伦2002;吉2003;普伦斯基2001)。商人(2009)(2010吉伦和巴顿,引)意味着数字素养可以通过游戏,体验这些介绍可能对一般来说对文化学习的积极作用。根据这一点,沃尔什(2009,图集)认为“电脑游戏是在这个学期广义的文本:它们是文物都反映出意义和意识形态的环境中,他们都是产生和接收”。这是说有数字素养和通过数字媒体学习素养技能之间的差异的重要(如游戏)。被数字识字包括技能,知识和理解,使关键的,创造性的和安全的做法时,与在生活的所有领域中,数字技术(未来实验室,2010)。而学习识字技能正在从传统的方法只是阅读或写作的文本和更多的学习者实际经历的故事,通过多媒体平台。这种类型的学习是由建议(2003)作为“体现经验”。这意味着,当学习者玩互动游戏将成为如此参与的经验,他们会觉得好像他们在虚拟世界。
加拿大essay代写:游戏的定义
The definition of gameplay as a new literacy and the use of games as a means of teaching and learning literacy skills have been the subject of significant attention by educators for a number of years (Buckingham and Scanlon 2002; Gee 2003; Prensky 2001). Merchant (2009) (cited in Gillen and Barton, 2010) implies that digital literacies can be introduced through gameplay and that experience of these is likely to have a positive effect on learning in general and on literacy.In accordance to this, Walsh (2009, p.169) suggests that "computer games are texts in the broadest sense of this term: they are cultural objects which both reflect and produce the meanings and ideologies of the setting in which they are both produced and received".It is important to mention that there is a difference between digital literacy and learning literacy skills through digital media (such as games). Being digitally literate involves having the skills, knowledge, and understanding that enables critical, creative and safe practices when engaging with digital technologies in all areas of life (Futurelab, 2010). Whereas learning literacy skills are moving on from traditional methods of just reading or writing a text and more towards learners actually experiencing the story through multimedia platforms. This type of learning is suggested by Gee (2003) as being 'embodied experiences'. Meaning that learners when playing interactive games will become so involved with the experience that they will feel as if they are inside the virtual world.