Game-Based Learning as a Catalyst for Creative Learning.

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Bibliographic Details
Title: Game-Based Learning as a Catalyst for Creative Learning.
Authors: Shabalina, Olga1, Malliarakis, Christos2, Tomos, Florica3, Mozelius, Peter4, Balan, Oana Cristina5, Alimov, Alexander6
Source: Proceedings of the European Conference on Games Based Learning. 2016, Vol. 1, p589-598. 10p.
Subject Terms: *Educational games, *Teaching methods, *Gamification, Creative thinking education, Creative ability in children
Abstract: Despite various existent approaches to creativity, it is suggested in this research that creativity can be depicted also from a three dimensional perspective. The first dimension refers to the teacher and teaching creativity. The second involves student learning and student creativity in learning and the third dimension refers to the creative process itself, such as the Game-based learning which can be defined as a creative tripartite process including the teacher, the student and the technology. The paper considers different approaches of using digital game-based learning techniques for creative teaching and creative learning and describes three case-studies showing its practical implementation. The first approach focuses on creative learning approaches and techniques. This part of the study is based on three programming courses where one of the authors is the subject matter expert, course designer as well as the main teacher. In all three courses design and implementation of digital games is used as a didactic idea to stimulate creative learning. Data has been collected in a combination of evaluation questionnaires, group discussions and analyses of games created by course participants. The second approach focuses on creative teaching methods and techniques that foster skills and learning outcomes by making students more active and engaged. And finally the most challenging problem in creative pedagogy is discussed – is it possible to develop creativity and how could it be done via game-based technologies? The principles of educational games design are suggested that allow enhancing creative thinking skills while playing such games. [ABSTRACT FROM AUTHOR]
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Database: Education Research Complete
Description
Abstract:Despite various existent approaches to creativity, it is suggested in this research that creativity can be depicted also from a three dimensional perspective. The first dimension refers to the teacher and teaching creativity. The second involves student learning and student creativity in learning and the third dimension refers to the creative process itself, such as the Game-based learning which can be defined as a creative tripartite process including the teacher, the student and the technology. The paper considers different approaches of using digital game-based learning techniques for creative teaching and creative learning and describes three case-studies showing its practical implementation. The first approach focuses on creative learning approaches and techniques. This part of the study is based on three programming courses where one of the authors is the subject matter expert, course designer as well as the main teacher. In all three courses design and implementation of digital games is used as a didactic idea to stimulate creative learning. Data has been collected in a combination of evaluation questionnaires, group discussions and analyses of games created by course participants. The second approach focuses on creative teaching methods and techniques that foster skills and learning outcomes by making students more active and engaged. And finally the most challenging problem in creative pedagogy is discussed – is it possible to develop creativity and how could it be done via game-based technologies? The principles of educational games design are suggested that allow enhancing creative thinking skills while playing such games. [ABSTRACT FROM AUTHOR]
ISSN:20490992