Challenges and Opportunities in Using Digital Pedagogy for Game-Based Architecture Education: A Case in China

被引:0
|
作者
Albano, Silvia [1 ]
Meng, Wan [1 ]
Xu, Wenruo [1 ]
Li, Na [1 ]
机构
[1] XiAn Jiaotong Liverpool Univ, Suzhou, Peoples R China
关键词
Architectural Education; Digital game-based learning; H5P; Escape room; Engagement; ENGAGEMENT;
D O I
10.1007/978-981-97-0621-1_12
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
Digital pedagogy (DP) has received increasing attention from different disciplines to study the dedicated use of contemporary digital technologies (e.g., virtual learning environments and digital media platforms) for inclusive and personalized learning and teaching. Applying DP appropriately can help teachers to shift from traditional instruction methods towards more interactive and engaging approaches for high-quality education. Under the umbrella of DP, digital gamebased learning (DGBL) represents a pedagogical approach that utilizes interactive and immersive digital games to nourish the development of critical thinking and problem-solving skills for student-centred active learning. However, how teachers can apply DGBL effectively in architecture education is still being determined. We conducted a qualitative case study to explore student engagement after implementing the DGBL pedagogy supported by H5P escape room learning activities in an architecture course with 121 university students. Our study found that the game elements and the characteristics of Architecture education influenced students' learning engagement in four aspects (behavioural, emotional, cognitive and social). The main research findings contribute to digital pedagogy by extending people's understanding of the DGBL's impact on learner engagement with rich empirical data. Limitations and practical implications were discussed for future development.
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页码:95 / 102
页数:8
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