Integration of game elements with role play in collaborative learning - A case study of quasi-GBL in chinese higher education

11Citations
Citations of this article
26Readers
Mendeley users who have this article in their library.
Get full text

Abstract

The reason that most undergraduate students in China spend a lot more time playing computer games rather than learning is not that learning is too hard, but it is boring, while playing games is fun. How to provide appropriate and interesting opportunities that can engage students and improve the learning process? This paper discusses an innovatory education paradigm quasi-GBL, which integrates game elements with role play in collaborative learning. Case study of quasi-GBL in an undergraduate course "Software Engineering" reveals that quasi-GBL is successful in achieving experiential and fun learning, offering a variety of knowledge presentations, and creating opportunities for knowledge application. © 2008 Springer-Verlag Berlin Heidelberg.

Cite

CITATION STYLE

APA

Han, Z., & Zhang, Z. (2008). Integration of game elements with role play in collaborative learning - A case study of quasi-GBL in chinese higher education. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 5093 LNCS, pp. 427–435). https://doi.org/10.1007/978-3-540-69736-7_46

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free