VIDEO GAMES AS AN ENVIRONMENT FOR LEARNING 3DS MAX MODIFIERS
DOI:
https://doi.org/10.24867/01EF03MiketicKeywords:
learning, games, learning through playing, digital media, interactionAbstract
Methods of learning and teaching in the digital era differ from conventional. This paper reviews the use of video games in educational purpose and their adaptation as a learning tool. Additionally, the paper examines possibilities of learning 3d modelling through digital games on the Department of graphic engineering and design. Paper aims to research the adaptation of learning lessons to new generations and their habits. Through this paper, conventional ways of learning, contemporary ways of learning, theories of learning and digital games are analysed. Also, the aim is to research computer games and their potential in the higher education context.
References
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[2] J. S. Bruner, (1966), Toward a Theory of Instruction. Oxford: Oxford University Press
[3] R. E. Mayer, (2009), Multimedia learning, drugo izdanje, Cambridge University Press, USA
[4] D. A. Norman, (1993), Things that Make Us Smart: DefendingHuman Attributes in the Age of the Machi ne, Addison-Wesley Publishing Company, USA
[5] S. Land, & M. Hannafin (2000), Student-centered learning environments, In D. H. L. Jonassen, (Ed.), Theoretical foundations of learning environments. Hoboken: Taylor & Francis
[6] M. Prensky, (2001), Digital natives, digital Immigrants, MCB University Press, Vol. 9 No. 5
[7] J. R. Savery & T. M. Duffy, (1995), Problem Based Learning: An Instructional Model and Its Constructivist Framework
[8] Constructive Alignment, izvor: https://www.sun.ac.za/english/learning-teaching/ctl/t-l-resources/design-for-learning-teaching-and-assessment-(delta)-cycle/constructive-alignment-outcomes
[9] N. Whitton, (2009), Learning with digital games,Taylor & Francis e-Library, USA
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Published
2018-12-14
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Section
Gaphic Engineering and Design