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Get Education in Computer Generated Environments PDF

By Sara de Freitas

ISBN-10: 0415634024

ISBN-13: 9780415634021

This ebook examines the consequences of computer-generated studying for curriculum layout, epistemology, and pedagogy, exploring the methods those applied sciences rework the connection among wisdom and studying, and among lecturers and scholars. It argues that those applied sciences and practices have the aptitude to refocus at the human elements which are on the middle of the training method.

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However, at least in respect to computer generated environments (CGEs), a re-organization of the system, tasks and rules needs to be considered just in order to deliver this type of content and approach to learning because the specifics of the organization, such as class size and duration, seem to be impeding the flow of information and the open structures that we are becoming familiar with in our non-disciplinary and out-of-school lives. To get a picture of the differences between school and home, it is worth considering a few statistics: according to a recent European survey by the International Software Federation of Europe (2010), researchers have found that 74% of those between 16 and 19 years of age (n = 3000), 60% of those ages 20 to 24, 56% of those 25 to 29, and 38% of those 30 to 44 consider themselves to be gamers.

This is a crucial problem, which involves the need to re-align the relationship between policy makers, institutions and individual learners. The aim here is thus to support teachers, promote a more creative curriculum and provide more diversity for learning in general and to aid more effective and focused policy making in the future. Greater democracy of provision and longer durations of learning do serve to highlight the growing importance of learning in our culture. However, the drivers or policy makers for the personalization of learning have not, as yet, really started to unlock the potential that open educational resources and learner generated content will increasingly offer in formulating educational Introduction 13 provision and quality over the next ten years.

As long as learning is crafted into these experiences and as long as there is metareflection permitted, this learning in immersive worlds can be rewarding and advantageous. While there are differences between learning in traditional contexts and learning in virtual contexts, there is no reason why these cannot be mixed to provide benefits for learners to support new areas of learning through play, emulation, simulation, socializing, rehearsal and e-mentoring. The potential for us to step through the frame and become active and interactive participants in a historical event, as a particular character from history, or as a chemist undertaking a chemical experiment, or even as a philosopher giving examples of a difficult concept clearly lays open the potential for more imaginative approaches to learning, allowing tutors the potential to extend their ways of demonstrating difficult ideas.

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Education in Computer Generated Environments by Sara de Freitas


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