
By Sara de Freitas
The circulation increases many major matters and demanding situations for us. How can gaming and simulation applied sciences be used to interact rookies? How can video games be used to inspire, deepen and speed up studying? How can they be used to maximum impression in studying and instructing? The individuals discover those and plenty of different questions which are important to our figuring out of the paradigm shift from traditional studying environments to studying in video games and simulations. >
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Additional info for Digital Games and Learning
Example text
The word is used here to depict the story world or immersive world within the game rather than in the film. The act of immersion or imagination exerted by the player (or reader or viewer) creates a believability that allows for ‘flow’ or imagination to cocoon the player and allow them to pass many hours without an awareness of what is happening around them. Narrative is a major aspect of this, as it supports a deeper engagement through the story, the identification with the protagonist and within an activity, such as a quest or mission.
The context of use also affects the learning of theoretical knowledge, and . . it is misleading to think of knowledge as first being acquired and then later put to use. Not only does an idea get reinterpreted during use, but it may even need to be used before it can acquire any significant meaning for the user. Thus its meaning is likely to have been strongly influenced by previous contexts of use; and the idea will not be transferable to a new context without further intellectual effort. (Eraut, 1994, 51) 23 24 Digital Games and Learning Context, in fact, affects knowledge to such an extent that it may be said to fundamentally alter the epistemological features of learning.
The concept of diegesis comes from the Greek word for narrative or plot, used in film studies to depict the world inside the film. The word is used here to depict the story world or immersive world within the game rather than in the film. The act of immersion or imagination exerted by the player (or reader or viewer) creates a believability that allows for ‘flow’ or imagination to cocoon the player and allow them to pass many hours without an awareness of what is happening around them. Narrative is a major aspect of this, as it supports a deeper engagement through the story, the identification with the protagonist and within an activity, such as a quest or mission.