Digitaalisiin peleihin perustuva oppiminen luokkahuoneessa

Maailman muuttuessa digitaalisemmaksi koulu ja sen käyttämät menetelmät ovat muuttumassa. Yksi uusi menetelmä voisi olla digitaalisiin peleihin perustuva oppiminen (DGBL). Tässä tutkielmassa käydään läpi, mikä tämä uusi oppimisen muoto on, ja mitä hyötyjä tai haittoja siihen liittyy. Lisäksi selvite...

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Bibliografiset tiedot
Päätekijä: Varjosalo, Jeri
Muut tekijät: Informaatioteknologian tiedekunta, Faculty of Information Technology, Informaatioteknologia, Information Technology, University of Jyväskylä, Jyväskylän yliopisto
Aineistotyyppi: Kandityö
Kieli:fin
Julkaistu: 2016
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Linkit: https://jyx.jyu.fi/handle/123456789/50135
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author Varjosalo, Jeri
author2 Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology University of Jyväskylä Jyväskylän yliopisto
author_facet Varjosalo, Jeri Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology University of Jyväskylä Jyväskylän yliopisto Varjosalo, Jeri Informaatioteknologian tiedekunta Faculty of Information Technology Informaatioteknologia Information Technology University of Jyväskylä Jyväskylän yliopisto
author_sort Varjosalo, Jeri
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description Maailman muuttuessa digitaalisemmaksi koulu ja sen käyttämät menetelmät ovat muuttumassa. Yksi uusi menetelmä voisi olla digitaalisiin peleihin perustuva oppiminen (DGBL). Tässä tutkielmassa käydään läpi, mikä tämä uusi oppimisen muoto on, ja mitä hyötyjä tai haittoja siihen liittyy. Lisäksi selvitetään erilaisia tapoja, miten pelejä on jo käytetty erilaisissa tutkimuksissa. Tutkielmassa tulee esille, että DGBL:ssä on monenlaisia ongelmia, kuten oppilaiden tottumattomuus tietoteknisiin välineisiin ja peleihin. Eduiksi havaitaan muun muassa pelien luontainen motivaation kasvatus sekä pelien tutkimista ja ongelmanratkaisua kannustavat menetelmät. Esimerkeissä huomataan, että pelejä voidaan käyttää monin eri tavoin ja jopa kaupallisista peleistä voi olla hyötyä oppimisen kannalta. As the world becomes more and more digitalised, even educational institutions and their practices are changing. One of the new methods for these changing times could be Digital Game-Based Learning (DGBL). This thesis explains this new method of learning, and the pros and cons that come with it. It also introduces some interesting ways video games have already been utilised in different research projects. It seems like DGBL has some problems, for example some students are not used to dealing with video games, computers and other electronic devices. It is noted in many cases though that video games have a natural way of motivating players and encouraging them to explore and find solutions to various problems that appear. In some of the research studies it is said that video games can be used in many different ways, and even commercial games can help with learning.
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spellingShingle Varjosalo, Jeri Digitaalisiin peleihin perustuva oppiminen luokkahuoneessa digitaalinen pelit perustuva oppiminen motivaatio luokkahuone videopelit DGBL digital game-based learning classroom motivation video games Tietotekniikka Mathematical Information Technology
title Digitaalisiin peleihin perustuva oppiminen luokkahuoneessa
title_full Digitaalisiin peleihin perustuva oppiminen luokkahuoneessa
title_fullStr Digitaalisiin peleihin perustuva oppiminen luokkahuoneessa Digitaalisiin peleihin perustuva oppiminen luokkahuoneessa
title_full_unstemmed Digitaalisiin peleihin perustuva oppiminen luokkahuoneessa Digitaalisiin peleihin perustuva oppiminen luokkahuoneessa
title_short Digitaalisiin peleihin perustuva oppiminen luokkahuoneessa
title_sort digitaalisiin peleihin perustuva oppiminen luokkahuoneessa
title_txtP Digitaalisiin peleihin perustuva oppiminen luokkahuoneessa
topic digitaalinen pelit perustuva oppiminen motivaatio luokkahuone videopelit DGBL digital game-based learning classroom motivation video games Tietotekniikka Mathematical Information Technology
topic_facet DGBL Mathematical Information Technology Tietotekniikka classroom digitaalinen digital game-based learning luokkahuone motivaatio motivation oppiminen pelit perustuva video games videopelit
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