Emerging Digital Media, Games and Simulations: A Challenge for Open and Distance Learning

Detalhes bibliográficos
Autor(a) principal: Bidarra, José
Data de Publicação: 2018
Tipo de documento: Artigo
Idioma: por
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://doi.org/10.34627/rcc.v4i0.75
Resumo: In this article we examine the state-of-the-art research related to digital media in education and evaluate the information concerning a new generation of students that are community-minded and technologically savvy, highlighting the innovative technology behind the new interaction and communication processes, and assessing the challenges for Open and Distance Learning (ODL). Where traditional distance education is based on the completion of carefully graded assignments and tests, today games, simulations and virtual environments may become safe platforms for trial and error experimentation. With games the chance of failure is high, but the cost is low and the lessons are learned immediately and with greater emotional impact. However, these conditions may become more difficult to address when the volume of users increases from small to medium, large or extra-large. Dealing effectively with tens or even hundreds of thousands of students in absentia requires following very sound organizational principles and good technical implementation, systematic monitoring of deviations from established norms, regular audition of users' comments and criticisms, careful analysis of final results. In this emerging scenario, involving digital media, games and simulations, ODL systems must have means of establishing rich connections with each member of the universe of users. In this sense we propose using a virtual space with multiple places, in ways that use the Internet, social applications, games and mobile devices to involve students in pedagogical activities.
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spelling Emerging Digital Media, Games and Simulations: A Challenge for Open and Distance LearningIn this article we examine the state-of-the-art research related to digital media in education and evaluate the information concerning a new generation of students that are community-minded and technologically savvy, highlighting the innovative technology behind the new interaction and communication processes, and assessing the challenges for Open and Distance Learning (ODL). Where traditional distance education is based on the completion of carefully graded assignments and tests, today games, simulations and virtual environments may become safe platforms for trial and error experimentation. With games the chance of failure is high, but the cost is low and the lessons are learned immediately and with greater emotional impact. However, these conditions may become more difficult to address when the volume of users increases from small to medium, large or extra-large. Dealing effectively with tens or even hundreds of thousands of students in absentia requires following very sound organizational principles and good technical implementation, systematic monitoring of deviations from established norms, regular audition of users' comments and criticisms, careful analysis of final results. In this emerging scenario, involving digital media, games and simulations, ODL systems must have means of establishing rich connections with each member of the universe of users. In this sense we propose using a virtual space with multiple places, in ways that use the Internet, social applications, games and mobile devices to involve students in pedagogical activities.Universidade Aberta2018-04-05info:eu-repo/semantics/articleinfo:eu-repo/semantics/otherinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://doi.org/10.34627/rcc.v4i0.75oai:ojs2.journals.uab.pt:article/75Revista de Ciências da Computação; v. 4 (2009); 1-152182-18011646-633010.34627/rcc.v4i0reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAPporhttps://journals.uab.pt/index.php/rcc/article/view/75https://doi.org/10.34627/rcc.v4i0.75https://journals.uab.pt/index.php/rcc/article/view/75/75Direitos de Autor (c) 2018 Universidade Abertahttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessBidarra, José2022-10-25T11:31:53Zoai:ojs2.journals.uab.pt:article/75Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T16:13:59.563491Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Emerging Digital Media, Games and Simulations: A Challenge for Open and Distance Learning
title Emerging Digital Media, Games and Simulations: A Challenge for Open and Distance Learning
spellingShingle Emerging Digital Media, Games and Simulations: A Challenge for Open and Distance Learning
Bidarra, José
title_short Emerging Digital Media, Games and Simulations: A Challenge for Open and Distance Learning
title_full Emerging Digital Media, Games and Simulations: A Challenge for Open and Distance Learning
title_fullStr Emerging Digital Media, Games and Simulations: A Challenge for Open and Distance Learning
title_full_unstemmed Emerging Digital Media, Games and Simulations: A Challenge for Open and Distance Learning
title_sort Emerging Digital Media, Games and Simulations: A Challenge for Open and Distance Learning
author Bidarra, José
author_facet Bidarra, José
author_role author
dc.contributor.author.fl_str_mv Bidarra, José
description In this article we examine the state-of-the-art research related to digital media in education and evaluate the information concerning a new generation of students that are community-minded and technologically savvy, highlighting the innovative technology behind the new interaction and communication processes, and assessing the challenges for Open and Distance Learning (ODL). Where traditional distance education is based on the completion of carefully graded assignments and tests, today games, simulations and virtual environments may become safe platforms for trial and error experimentation. With games the chance of failure is high, but the cost is low and the lessons are learned immediately and with greater emotional impact. However, these conditions may become more difficult to address when the volume of users increases from small to medium, large or extra-large. Dealing effectively with tens or even hundreds of thousands of students in absentia requires following very sound organizational principles and good technical implementation, systematic monitoring of deviations from established norms, regular audition of users' comments and criticisms, careful analysis of final results. In this emerging scenario, involving digital media, games and simulations, ODL systems must have means of establishing rich connections with each member of the universe of users. In this sense we propose using a virtual space with multiple places, in ways that use the Internet, social applications, games and mobile devices to involve students in pedagogical activities.
publishDate 2018
dc.date.none.fl_str_mv 2018-04-05
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dc.rights.driver.fl_str_mv Direitos de Autor (c) 2018 Universidade Aberta
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rights_invalid_str_mv Direitos de Autor (c) 2018 Universidade Aberta
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dc.publisher.none.fl_str_mv Universidade Aberta
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