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The language of course instruction is English, therefore, all the course descriptions are only in English. In case you have any questions, please contact the course instructor.<br>
<br> Description:<br> The rise of digital technologies in education has expanded opportunities for scientific exploration of Game-Based Learning Environments (GBLE) as an effective instructional approach to enhance learning and motivation. This course is dedicated to exploring the scientific foundations of GBLE, emphasizing the role of interactive and immersive learning experiences in fostering engagement and knowledge acquisition. Through in-depth discussions and analysis of seminal research, students will critically examine the cognitive, motivational, and pedagogical aspects of GBLE, evaluating their effectiveness across diverse learning contexts. Despite the growing body of research in this area, many challenges remain in assessing the merit of the current evidence, real-world impact, and scalability of GBLEs. This course seeks to address these gaps by engaging students in a critical dialogue on the evidence-based benefits and limitations of GBLE, equipping them with the analytical tools needed to assess their potential in educational settings. Poslední úprava: Pešout Ondřej, Mgr., Ph.D. (20.02.2025)
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Course Objectives: Students will be introduced to the budding topic of scientific research on Game-based learning environments (GBLE). The course will be centered on discussion on the evidence behind the development, implementation, and optimisation of GBLE for educational purposes. The discussion will be based on the research papers assigned on selected topics in GBLE. At the end of the course students should attain a critical stance on the utility and implementation of GBLE in particular educational setting, and be able to assess its implementation value in real world settings. Gained Knowledge: Students will develop a foundational understanding of Game-Based Learning Environments (GBLE) and their key components. They will be able to clearly explain these concepts to both academic and non-academic audiences. Additionally, students will learn to critically analyze empirical findings on GBLE, engaging in discussions on the latest research developments. They will also acquire the ability to apply scientific evaluation criteria to assess the validity and reliability of research in the field of GBLE. Gained Skills: Students will learn to apply their knowledge and analytical skills to their own academic work while fostering creative problem-solving in educational contexts. They will be able to support their arguments with scientific evidence and critically assess emerging theories and approaches related to GBLE. Moreover, students will develop the ability to continuously evaluate and align new research findings with current scientific standards and best practices. Poslední úprava: Pešout Ondřej, Mgr., Ph.D. (20.02.2025)
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Literature: Key Readings: Mayer, R. E. (2019). Computer games in education. Annual Review of Psychology, 70(1), 531-549. Plass, J. L., Mayer, R. E., & Homer, B. D. (2020). Handbook of game-based learning. The MIT Press. The list of the literature will be expanded during the semester. At least, two readings will be assigned for every meeting. Poslední úprava: Pešout Ondřej, Mgr., Ph.D. (20.02.2025)
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Lectures/seminar Enroll in moodle space: https://dl1.cuni.cz/course/view.php?id=17635 Poslední úprava: Pešout Ondřej, Mgr., Ph.D. (20.02.2025)
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Kolokvium Poslední úprava: Nikolai Tomáš, doc. Mgr. et Mgr., Ph.D. (02.02.2022)
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The following topics will be discussed in the course:
Poslední úprava: Pešout Ondřej, Mgr., Ph.D. (20.02.2025)
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Intended for students from the 3rd year of the Bachelor's program onwards. Poslední úprava: Pešout Ondřej, Mgr., Ph.D. (20.02.2025)
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