Prikkelen Tot Leren Door in Onderwijs

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Prikkelen tot leren door de didactische inzet van Virtuele Werelden en Serious Gaming Presentatie bij: HGZO-congres 2014 Lokatie: De Kleine Werelt, Lunteren Datum: 28-03-2014 Dr. W.J.Trooster Drs. E. Ploeger H.Selles, Bac. Domein Bewegen & Educatie Hogeschool Windesheim, Zwolle

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Virtuele Werelden Voorbeelden: Second Life Open SIM Via Internet: Plaats & Tijd Onafhankelijk (Afstandsleren)

7 Learning Activities in SL with added value Cooperation & Participation: Co-creation = development & presenting + results 1. Practicing (eg in simulations, role play/iexploring identities) 2. Viewing learning content (eg the medium SL, interaction by avatars, simulations/visualisations) 3. Building activities 4. Organizing Events 5. Organizing/building Exhibitions Social networking & using learning-communities 6. Meeting people as a trigger for learning experiences (eg: foreign language by meeting native speakers) 7. Coaching students (Intervision, Supervision, Coaching the Course of the Study)

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VAST-game Uitspraak Engels Uitkomstmaten (ism TNO): Effectiviteit (Articulation, word stress, tone, fluency) Game kenmerken (Challenge, human interaction, rules/ goals, feedback, control, game world, action language) Leer kenmerken (Motivation, self-efficacy, control, engagement, concentration, value ) Randvoorwaarden (facilitation, IT competence teachers, technique, interface,, organization)

Checklist for Teachers considering the Use of Virtual Worlds & Serious Gaming in Education Didactic factors 1. Choose those learning activities for which the virtual world has added value compared to other media (e.g. the 7 selected learning activities in this study) 2. Make investments in adequate didactics: a. Define and pursue the educational objectives of the course b. Design adequate assignments c. Organize adequate feedback and examination d. Formulate transparent rules of conduct e. Invest in adequate preparation for and teaching of the course 3. Build /monitor/adjust the initiative in the virtual world

Checklist for Teachers considering the Use of Virtual Worlds & Serious Gaming in Education Organizational factors 1. Create commitment (of teachers, students and management) a. Make connection to the policies of the institution b. Choose subgroups of students capable of working with the virtual world c. Minimize risks foreseen with the use of the virtual world d. Reduce fear that working with the virtual world is time-consuming 2. Make investments in the development of expertise in the use of the virtual world 3. Design protocols for the use of the learning activity in the virtual world 4. Ensure support on IT

Rollenspel in Virtuele Wereld Meer geprikkeld tot leren dan door alleen te luisteren?

Contact w.trooster@windesheim.nl