The institutional knowledge is often distracted by itself and unable to understand what happens in the world of cultural consumption. the video game, for example, is quite different from all other media forms, owning its peculiar language, the gameplay: an interactive, experiential participation which guarantees a form of involvement that no other medium has. If every medium carries an educational potential, the use of video-games as a learning tool still remains largely undefined. To implement video game within the educational system may look like a radical revolution. We should try different solutions: the so called “gamification” approach, using videogame dynamics within our common educational framework or “Simulation Based Learning” using virtual worlds in which teachers and students can simulate experiences by their own rules. Experience based Learning provided by video games may become the ultimate form of contextual education. It is able to simulate a real-life experience, improving both student engagement and learning. We have to look at the games as a tool, whose value in education depends on how they are used as part a comprehensive strategy. The traditional methods of education are focused on the acquisition of skills in the individual subjects, often neglecting crucial components for success, such as communication and collaboration. I try to define an optimal, real-life solution that decreases the centrality of the written medium, currently at the base of the educational system, merging and integrating it with new tools and techniques, adding to the traditional literacy processes a renewed techno-literacy, necessary for students to communicate and learn.

From Dusk of the Information Era to Dawn of The Experience Era: Videogames as a Learning Tool / Chirchiano, Emiliano. - (2017). (Intervento presentato al convegno INTCESS 2017 - 4th International Conference on Education and Social Sciences tenutosi a Istanbul nel 6-8 February 2017).

From Dusk of the Information Era to Dawn of The Experience Era: Videogames as a Learning Tool

Emiliano Chirchiano
2017

Abstract

The institutional knowledge is often distracted by itself and unable to understand what happens in the world of cultural consumption. the video game, for example, is quite different from all other media forms, owning its peculiar language, the gameplay: an interactive, experiential participation which guarantees a form of involvement that no other medium has. If every medium carries an educational potential, the use of video-games as a learning tool still remains largely undefined. To implement video game within the educational system may look like a radical revolution. We should try different solutions: the so called “gamification” approach, using videogame dynamics within our common educational framework or “Simulation Based Learning” using virtual worlds in which teachers and students can simulate experiences by their own rules. Experience based Learning provided by video games may become the ultimate form of contextual education. It is able to simulate a real-life experience, improving both student engagement and learning. We have to look at the games as a tool, whose value in education depends on how they are used as part a comprehensive strategy. The traditional methods of education are focused on the acquisition of skills in the individual subjects, often neglecting crucial components for success, such as communication and collaboration. I try to define an optimal, real-life solution that decreases the centrality of the written medium, currently at the base of the educational system, merging and integrating it with new tools and techniques, adding to the traditional literacy processes a renewed techno-literacy, necessary for students to communicate and learn.
2017
978-605-64453-9-2
From Dusk of the Information Era to Dawn of The Experience Era: Videogames as a Learning Tool / Chirchiano, Emiliano. - (2017). (Intervento presentato al convegno INTCESS 2017 - 4th International Conference on Education and Social Sciences tenutosi a Istanbul nel 6-8 February 2017).
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11588/757195
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