题名

當數位遊戲進入校園

并列篇名

Digital Games in School

DOI

10.30386/MCR.201107_(108).0004

作者

孫春在(Chuen-Tsai Sun)

关键词

遊戲經驗 ; 管理態度 ; 學校中的遊戲 ; attitude toward games ; gaming experience ; gaming in school

期刊名称

新聞學研究

卷期/出版年月

108期(2011 / 07 / 01)

页次

33 - 39

内容语文

繁體中文

中文摘要

數位遊戲以各種形式進入校園,從教育軟體、遊戲式學習活動到學生手中的電玩,帶來了多重的機會和挑戰。以往的研究多預設教師和學生之間存在著遊戲落差,但隨著教師年齡層的下降,越來越多的教師具有豐富的遊戲經驗,他們如何看待校園中的遊戲和玩家,亦為值得探討的課題。本文從資訊科技教育的角度觀察數位遊戲所帶來的影響。

英文摘要

Digital games have affected campus life by various forms, such as educational software, game-based learning activities, and video games played by the students. These games have brought in multiple opportunities and challenges. Previous research tended to presume a gaming experience gap between instructors and students. However, with the lowering of instructors' age in present educational system, an increasing number of school instructors have abundant experiences in playing digital games, thus known better about game genre, gaming space, time and companies. How they perceive and react to digital games and student gamers in school thus becomes an issue worth studying. This article introduced the influences of digital gaming on campuses from the perspective of information technology for instruction.

主题分类 社會科學 > 傳播學
参考文献
  1. Gee, J. P.(2003).What video games have to teach us about learning and literacy.New York, NY/New York, NY:Palgrave/St. Martin's.
  2. Johnson, S.(2005).Everything bad is good for you.New York, NY:Riverhead.
  3. Prensky, M.(2001).Digital game-based learning.New York, NY:McGraw-Hill.
被引用次数
  1. 張玉佩(2012)。台灣線上遊戲的在地情境與全球化文化流動。新聞學研究,113,77-122。
  2. 張玉佩(2013)。穿梭虛擬世界的遊戲少年:他/她們的社會資本之累積與轉換。中華傳播學刊,23,195-227。
  3. (2022)。穿梭虛實之間:上班族玩家在線上遊戲的社會資本運作之探討。中華傳播學刊,41,237-274。