Computer games as inspiration for the development of virtual learning platform

Camilla Gyldendahl Jensen, Elsebeth Korsgaard Sorensen

    Research output: Contribution to book/anthology/report/conference proceedingArticle in proceedingResearchpeer-review

    Abstract

    As the physical learning rooms are replaced by virtual learning platforms and communicative web 2.0 solutions, the complexity of the learning room is challenged when it comes to retention of collaborative, exploratory and experimental learning processes that support a link between practice and reflection. A learning environment includes different subjects, different ways of being students, different work hours, and these differences are what creates a vibrant and flexible physical environment. The learning space, therefore, occurs in the interaction between people, activities and the physical environment where the material and social are closely linked. It is therefore problematic if the “physical learning room” is replaced by web 2.0 learning platforms or learning management systems, where 2D interfaces are dominant. The article will discuss how virtual learning platforms changed the social interaction dynamics by appearing as reduced representations of reality's physical and social learning space, and why inspiration from computer games can be the solution. The empirical point of departure for the article is constituted by a series of photos from face-to-face learning. These photos are elucidated and discussed from a theoretical perspective.
    Original languageEnglish
    Title of host publicationEdMedia: World Conference on Educational Media and Technology
    Number of pages10
    Volume2018
    PublisherAssociation for the Advancement of Computing in Education
    Publication date2018
    Pages1726-1736
    ISBN (Electronic)978-1-939797-34-6
    Publication statusPublished - 2018
    EventEdMedia + Innovate Learning: World Conference on Educational Media And Technology 2018 - Amsterdam, Netherlands
    Duration: 25 Jun 201829 Jun 2018

    Conference

    ConferenceEdMedia + Innovate Learning
    Country/TerritoryNetherlands
    CityAmsterdam
    Period25/06/201829/06/2018

    Keywords

    • learning
    • educational science and teaching
    • game based learning
    • learning environments
    • learning platforms
    • world of warcraft
    • mmorpg

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