Proceedings of the 2013 International Conference on Advanced ICT 2013
DOI: 10.2991/icaicte.2013.58
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A Quest for Knowledge Representation Instruction

Abstract: Given the evidence for a new generation of usersthe digital natives, an examination of the factors that impact upon their social and learning behavior, seems warranted. In addition to these changes in learning habits, we should pose the question whether this generation lacks a new form of teaching to meet their needs. We therefore designed a concept for a course using game-based learning elements to improve students' information literacy in knowledge representation.

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“…The project is divided into a classical lecture with focus on information literacy, an online platform where a text-based adventure is set and students solve quests, and a practical session, where the content is intensified and students can solve tasks in groups (guild quests) and demonstrate how information literate they are [16]. Partial aspects of the project have been presented in [16][17][18], but this paper represents a first comprehensive overview of the whole project.…”
Section: Gamified Learning In Information Literacy Instructionmentioning
confidence: 99%
“…The project is divided into a classical lecture with focus on information literacy, an online platform where a text-based adventure is set and students solve quests, and a practical session, where the content is intensified and students can solve tasks in groups (guild quests) and demonstrate how information literate they are [16]. Partial aspects of the project have been presented in [16][17][18], but this paper represents a first comprehensive overview of the whole project.…”
Section: Gamified Learning In Information Literacy Instructionmentioning
confidence: 99%