However, the game design resulting from that research is yet to be proven in practice. I arrived to a solution of a video game that focuses on instruction and feedback at the self-regulation level, situated into a virtual world rich with legitimate peripheral participation so that self-regulation naturally leads to acquiring required processes and production of artworks.ĭuring user testing of learning materials I've established a baseline for measuring user retention. Starting from learning goals on the task, process and self-regulation level, I applied learning theories to extract the properties of a learning environment that would facilitate reaching these goals. I set to design alternative ways to experience these within the constraints of our target learners. Even though learning resources are available, self-directed learning doesn't come with advantages of formal education art schools provide structure, assignments, feedback, community, a motivating physical space, and a fast pace that brings students to competent levels in a short amount of time. I explore this challenge in the domain of video game developers learning how to draw. How might we empower learners with skills for self-directed, self-regulated learning? Yet few follow through with their aspirations to learn from them. Internet and digital mediums are catalyzing the creation of unprecedented amounts of affordable learning resources.
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