TY - GEN
T1 - Endowing a game-based learning hub for augmenting teaching and learning
T2 - 14th European Conference on Game Based Learning, ECGBL 2020
AU - Lameras, Petros
AU - Philippe, Stephanie
AU - Petridis, Panagiotis
PY - 2020/9/24
Y1 - 2020/9/24
N2 - Game-based learning is viewed as an immersive and pedagogically rich approach to enhancing teaching and learning in schools. However, teachers may feel overwhelmed from the dispersed, disorganised and invalidated plethora of game-based resources circulated over the Web that needs to be collected, reviewed and repurposed for designing and orchestrating game-based learning. This paper presents the design requirements of a game-based learning platform that may help teachers to find, retrieve, re-use and share game-based learning along with opportunities of augmenting teachers' creative potential and professional development. The paper also contemplates on qualitative findings of a small-scale study (n=18) on teachers' different perceptions of game-based learning and constellations of employing a digital platform for increasing awareness and practice in the classroom. An empirically-based framework is developed that maps perceptions to actual practice. The findings may contribute to developing discourse on processes, practices and strategies that teachers would employ, which in turn would inform the design of GBL systems dedicated to support teachers in their effort to use game-based learning most relevant to them.
AB - Game-based learning is viewed as an immersive and pedagogically rich approach to enhancing teaching and learning in schools. However, teachers may feel overwhelmed from the dispersed, disorganised and invalidated plethora of game-based resources circulated over the Web that needs to be collected, reviewed and repurposed for designing and orchestrating game-based learning. This paper presents the design requirements of a game-based learning platform that may help teachers to find, retrieve, re-use and share game-based learning along with opportunities of augmenting teachers' creative potential and professional development. The paper also contemplates on qualitative findings of a small-scale study (n=18) on teachers' different perceptions of game-based learning and constellations of employing a digital platform for increasing awareness and practice in the classroom. An empirically-based framework is developed that maps perceptions to actual practice. The findings may contribute to developing discourse on processes, practices and strategies that teachers would employ, which in turn would inform the design of GBL systems dedicated to support teachers in their effort to use game-based learning most relevant to them.
KW - Approaches to game-based learning
KW - Game resources
KW - Game-based platform
KW - Perceptions of game-based learning
KW - Schools
UR - https://www.academic-bookshop.com/ourshop/prod_7401889-ECGBL-2020-Proceedings-of-the-13th-European-Conference-on-Game-Based-Learning-PRINT-VERSION.html
UR - http://www.scopus.com/inward/record.url?scp=85096649131&partnerID=8YFLogxK
M3 - Conference publication
AN - SCOPUS:85096649131
T3 - Proceedings of the European Conference on Games-based Learning
SP - 339
EP - 346
BT - Proceedings of the 14th International Conference on Game Based Learning, ECGBL 2020
A2 - Fotaris, Panagiotis
Y2 - 24 September 2020 through 25 September 2020
ER -