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id:"swepub:oai:DiVA.org:his-17441"
 

Sökning: id:"swepub:oai:DiVA.org:his-17441" > از پایبست علوم شناخ...

از پایبست علوم شناختی تا یک پلتفرم بازی بنیان: = From Cognitive Science Basics to the Game-based Platforms : مقدمهای بر استخراج پتانسیل بازیوارسازی در آموزش طراحی معماری = An Introduction to the Gamifying Potential in Architecture Design Training

Hooshyar Yousefi, Bahram, Senior Lecturer, 1977- (författare)
Högskolan i Skövde,Institutionen för handel och företagande,Forskningsspecialiseringen Framtidens Företagande,Knowledge and Innovation Management (KIM)
Hana, Mirkhezri (författare)
Islamic Azad University, Tabriz, Iran
 (creator_code:org_t)
2019
2019
Persiska.
Ingår i: City & Landscape. ; 7:39, s. 98-111
  • Tidskriftsartikel (refereegranskat)
Abstract Ämnesord
Stäng  
  • The importance of the Games has already been perceived for more than three decades by the use of computers in education as an aid in the process of knowledge construction. In Gamification, the game is dislocated from the distraction function, since it has influence in the sensory and cognitive development of the individual. The elements of the Gamification do not follow a specific rule or a standard, and can be applied in whole or in part of an educational process, remodeling of existing procedures in both theoretical tasks or practical procedures. Developing a gamification platform will depend on the purpose, available resources and cognitive pedagogical bases, since the concept tends to redefine the learning process, rescuing the interest and participation with a view to intellectual growth. The current architectural education methods in Iranian universities suffer from lack of coverage of methods both artistically and technologically; the mentioned methods are mostly following the traditional teacher-focused trainings.. Nowadays, considering the advancement of new educational technologies, one of the most fundamental issues facing the current educational systems would be the contextual innovation which seems to change the learning methods both in content and method. The new processes and methods have formed a new playground which makes it possible to take the next step and make a decision on the set of new tools, educational goals and quality of the courses in the discipline architecture. The method of teaching based on the gamification approaches is more effective than other educational methods but there must be a comprehensive platform accordingly. The current study extends the authors' prior work examining the possibility of the formulating a model-based integration of architectural design education with a gamified platform based on the associated literature and resulting in a comprehensive understanding of role games and serious games in the overall educational field. Finally, we have tried to shape the conceptual model of the platform as a framework for creating a followable pattern for regenerating a game-based architecture design education.

Ämnesord

HUMANIORA  -- Konst -- Design (hsv//swe)
HUMANITIES  -- Arts -- Design (hsv//eng)
TEKNIK OCH TEKNOLOGIER  -- Samhällsbyggnadsteknik -- Arkitekturteknik (hsv//swe)
ENGINEERING AND TECHNOLOGY  -- Civil Engineering -- Architectural Engineering (hsv//eng)
HUMANIORA  -- Konst -- Arkitektur (hsv//swe)
HUMANITIES  -- Arts -- Architecture (hsv//eng)
SAMHÄLLSVETENSKAP  -- Utbildningsvetenskap -- Pedagogik (hsv//swe)
SOCIAL SCIENCES  -- Educational Sciences -- Pedagogy (hsv//eng)

Nyckelord

Education
Architectural Design
Gamification
Games Serious
Cognitive
Knowledge and Innovation Management (KIM)
Knowledge and Innovation Management (KIM)

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Hana, Mirkhezri
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TEKNIK OCH TEKNO ...
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HUMANIORA
HUMANIORA
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