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Friday, August 9 • 11:25am - 11:50am
Examining How Games Are Designed and Employed for Learning in China, Taiwan, Hong Kong and Singapore

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In Asia, Chinese-populated countries such as Taiwan, Hong-Kong, Singapore and China are among the most devoted promoters of GBL.  In Taiwan and Hong Kong, board games are employed broadly by teachers in classrooms while researchers develop games, tutorials, workshops, and lesson plans to meet the increasing needs from schools and teachers.Although game has become widely popular in formal and informal learning settings, there is a lack of literature regarding how games are being designed and employed for education in these countries, especially for the promotion of 21st century learning skills such as collaboration and problem-solving, given these countries are reforming their educational systems for 21st century knowledge economy.

This research investigates how games are designed and employed for learning in the four Asian countries governed by Chinese—China, Taiwan, Hong Kong and Singapore. In particular, we investigate the concept of GBL conceptualized, what games are designed for, and the constructs that inform game design by researchers.

We analyze 92 GBL papers published by the Global Chinese Conference on Computers in Education (GCCCE) in the past five years with an analytic framework proposed by Jan and Gaydos. The findings suggest that (1) most GBL studies aim at fostering motivation and subjects-based content mastery via drill-and-practice, (2) GBL is mostly driven by technologies rather than pedagogies. 

Speakers
TC

Tieh-huai Chang

National Central University, Taiwan


Friday August 9, 2019 11:25am - 11:50am
Industry 3rd Floor

Attendees (11)