a learner-centred game-design approach: impacts on teachers' creativity
Clicks: 229
ID: 145393
2012
Article Quality & Performance Metrics
Overall Quality
Not rated
Combines reader engagement with the AI quality analysis. This
article has not been analysed, so there is no overall score —
reader engagement is measured and shown alongside.
Reader Engagement
Star Article
30.0
/100
229 views
34 readers
AI Quality Assessment
Not analyzed
Readership in this journal
StarRanked #3 of 3 articles by views in the lancet haematology
Most read
Least read
Bar heights use a square-root scale.
Mint this article as an NFT
Not yet mintedCreate a permanent, verifiable on-chain record of this article on the Scimatic Network. The NFT is held in your Journament account, and you can withdraw it to your own wallet at any time.
5
SUSD
one-off · no wallet required
Abstract
This study presents an innovative pedagogical approach where teachers become game designers and engage in creative teaching practices. Within co-design training workshops, 21 Spanish primary and secondary school teachers have developed their own Game-Based Learning (GBL) scenarios, especially tailored to their teaching contexts and students profiles. In total, teachers developed 13 GBL scenarios and put them into practice in teaching contexts. The present paper analyses the impacts of this learner-centred game design approach on teachers’ creativity from three different points of view: the GBL design process, the GBL scenario, and the teaching processes at stake.
| Reference Key |
frossard2012digitala
Use this key to autocite in the manuscript while using
SciMatic Manuscript Manager or Thesis Manager
|
|---|---|
| Authors | ;Frédérique Frossard;Mario Barajas;Anna Trifonova |
| Journal | the lancet haematology |
| Year | 2012 |
| DOI |
DOI not found
|
| URL | |
| Keywords |
Citations
No citations found. To add a citation, contact the admin at info@scimatic.org
Comments
No comments yet. Be the first to comment on this article.