When I reflected on Prof Emeritus Dato' Dr Aminah Ayob's talk on Monday (1 April), the following tagline pop-up in my mine:
Game-based Immersive Learning: Engaging Learning through Tactical, Strategic and Narrative ImmersionI remembered in 2009, I wrote an article that gave me a stance in the field of GBL in Europe--GBL with a Dialogic Teaching Approach: Deep Learning and the Use of Spore in A-Level Biology Lessons. I proposed the practice of "GBL with a dialogic teaching approach".
Now, I would regard this approach as an instance of game-based strategic immersion.
When I was invited by UNIMAS as a discussion panel, a Sarawakian teacher asked the panel to explain why her students did not actually perform well even though they were highly motivated in a gamified lesson. I related her scenario to two psychological effects: the Hawthorne effect and the Dunning-Kruger effect.
Hawthorne effect (aka the observer effect) a type of reactivity in which learners modify an aspect of their behavior in response to their awareness of being observed.
3. Don Norman's three levels of emotional design
4. George A. Merill's Magical Number Seven plus minus two
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