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#3700264
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        The learning principles that good games incorporate are by no means unknown to researchers in the learning sciences. In fact current research on learning supports the sorts of learning principles that good games use, though these principles are often exemplified in games in particularly striking ways (for a survey and citations of the literature, see Gee 2003). However, many of these principles are much better reflected in good games than they are in today’s schools, where we also ask young people to learn complex and challenging things. With the current return in our schools to skill-and-drill and curricula driven by standardized tests, good learning principles have, more and more, been left on the cognitive scientist’s laboratory bench and, I will argue, inside good computer and video games.

        Game design involves modeling human interactions with and within complex virtual worlds, including learning processes as part and parcel of these interactions. This is, in fact, not unlike design research in educational psychology where researchers model new forms of interaction connected to learning in classrooms (complex worlds, indeed), study such interactions to better understand how and why they lead to deep learning, and then ultimately disseminate them across a great many classrooms (see, for example, the chapters in Kelly 2003).

(James Paulo Gee. Situated Language and Learning: a critique of traditional schooling)

According to the author, “good learning principles” are neglected and relegated because of

  • the focus on implementing complex educational technologies that distract from fundamental learning concepts.
  • the increasing need for teachers to model new forms of interaction, similar to design research in educational psychology
  • a persistent lack of resources and funding to purchase the good computer and video games needed for effective instruction.
  • the return to repetitive practice methods and the reliance on curricula shaped by formalized assessments.
  • a preference for using traditional learning activities that are widely understood over project-based learning principles.
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