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Guenter Hilmer - Phd Thesis - Glamorgan Dspace - University of ...

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2.2 Forms <strong>of</strong> e-learning 2 LITERATURE REVIEW<br />

2.2.8 Game based learning<br />

A digital learning game is a game that tries to transfer knowledge by applying<br />

hard- and s<strong>of</strong>tware to the player. The aspects <strong>of</strong> traditional learning games, e-<br />

learning and entertainment focused games are mixed to achieve the desired effects.<br />

Digital game based learning mainly differs from traditional learning games and<br />

not game based e-learning in the following respects: the digitial learning games<br />

are designed like modern computer games and use a completely different method-<br />

ology <strong>of</strong> the knowledge transfer [41], but they still focus primarily on that knowl-<br />

edge transfer and not on entertainment. Furthermore, the story line and the para-<br />

social relation between the player/learner and the NPCs (Non Personal Charac-<br />

ters) [42] are used to achieve the wanted learning activity in the fictional gaming<br />

world.<br />

Based on the many attributes that distinguish individual learning from group based<br />

learning, game based learning can be divided into [43]:<br />

• digital learning games that are focused on the individual learner<br />

• digital learning games that are focused on learning groups<br />

Gee does not <strong>of</strong>fer any solutions, recipes or recommendations for e-learning pro-<br />

fessionals, neither does he pretend to do so [44]. His work is rather designed to<br />

provoke thoughts and reflections <strong>of</strong> use for those planning, designing or deliv-<br />

ering e-learning simply by creating important references to how game designers<br />

manage to get players into learning mode not only voluntarily but continuously<br />

[44].<br />

Pensky [45] supports a very positive attitude towards the potential <strong>of</strong> game based<br />

learning. He substantiates his assessments with pedagogical, business and prag-<br />

matic arguments in a plausible way.<br />

2.2.9 Blended learning<br />

Reinmann et al. define blended learning as the mixture <strong>of</strong> standard teaching and<br />

learning approaches with the approaches <strong>of</strong> e-learning [46].<br />

34

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