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Tendency in Digital Communication

Evelina De Nardis

Abstract

In the digital age, learning is a part of lifelong experience because education initiatives should improve opportunities not only in school, but also in homes, community centers and workplaces. The increasing use of serious games and simulations allow learners performing in authentic tasks because the role of serious games is to recreate conditions of specific professional and disciplinary fields. Games provide approaching scenarios by testing current knowledge and skills by providing feedback which motivates players to improve and tailor difficulty level according to their progress. From this point of view, it is interesting to understand the implications of teaching and learning when the youth is immersed in a digital world: games can engage students in deductive reasoning and collaborative problem solving by promoting interactivity with an appealing and novel narrative contexts. The serious gaming approach tries to use the attraction of such media not only for entertainment purpose but also to convey serious contents at the same time. Different learning theories have evolved over the years and applied to various educational settings. Social media technologies are pervasive in work environments and new media technologies underscore every part of students’ live as tools for social networking and online collaboration. Through games, players are encouraged to solve problems collaboratively and through contextual peer to peer teaching by participating in the creation of learning communities. Keywords: digital education- serious game- motivation- school- work environment





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