TY - GEN
T1 - Computer games as inspiration for the development of virtual learning platform
AU - Jensen, Camilla Gyldendahl
AU - Sorensen, Elsebeth Korsgaard
PY - 2018
Y1 - 2018
N2 - 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.
AB - 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.
KW - learning
KW - educational science and teaching
KW - game based learning
KW - learning environments
KW - learning platforms
KW - world of warcraft
KW - mmorpg
M3 - Article in proceeding
VL - 2018
SP - 1726
EP - 1736
BT - EdMedia: World Conference on Educational Media and Technology
PB - Association for the Advancement of Computing in Education
T2 - EdMedia + Innovate Learning
Y2 - 25 June 2018 through 29 June 2018
ER -