Search results
Results from the WOW.Com Content Network
In his book What Video Games Have to Teach Us About Learning and Literacy, James Paul Gee talks about the application and principles of digital learning. Gee has focused on the learning principles in video games and how these learning principles can be applied to the K-12 classroom. Successful video games are good at challenging players.
Collaboration by chance is the most basic model and underlies all four. The team is a random pick of whoever is available without any specific regard for the skills or needs of each member. Acuity Collaboration by acuity establishes a team with balanced skill sets. The goal is to pick team members so each of the four acuities exist on the team.
Collaborative learning is a situation in which two or more people learn or attempt to learn something together. [1] Unlike individual learning, people engaged in collaborative learning capitalize on one another's resources and skills (asking one another for information, evaluating one another's ideas, monitoring one another's work, etc.).
A study at MIT Sloan found that ideation games helped participants generate more and better ideas, and compared it to gauging the influence of academic papers by the numbers of citations received in subsequent research. [68] Incorporating game mechanics such as leaderboards and rewards in these platforms can further encourage participation and ...
Computer-supported collaboration research focuses on technology that affects groups, organizations, communities and societies, e.g., voice mail and text chat. It grew from cooperative work study of supporting people's work activities and working relationships.
Some research has looked at the users of online communities. Amy Jo Kim has classified the rituals and stages of online community interaction and called it the "membership life cycle". [25] Clay Shirky talks about communities of practice, whose members collaborate and help each other in order to make something better or improve a certain skill ...
It was not until Irving Finkel organized a colloquium in 1990 that grew into the International Board Game Studies Association, Gonzalo Frasca popularized the term "ludology" (from the Latin word for game, ludus) in 1999, [4] the publication of the first issues of academic journals like Board Game Studies in 1998 and Game Studies in 2001, and the creation of the Digital Games Research ...
Virtual collaboration is widely used in corporate businesses for its efficiency, innovation, and ability to gain or keep competitive advantages in the market. Businesses commonly use virtual collaboration technology to facilitate problem solving between teams within the company, and also to collaborate with other companies.