2019
DOI: 10.1007/978-981-13-8039-6_22
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Gaming Simulation as a Tool of Problem-Based Learning for University Disaster Education

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Cited by 2 publications
(3 citation statements)
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“…Trainees acquire knowledge and skills through the experience of accomplishing these tasks through the gaming experience (Kiili, 2007). The integration of PBL in IVR SGs has been applied in different domains, such as programming learning in higher education (Chang, Chung, & Chang, 2020) and disaster education (Toyoda & Kanegae, 2019). In the case of disaster education, emergency events occurring in disasters can be contextualized as problems for leaners to solve (Toyoda & Kanegae, 2019).…”
Section: Introductionmentioning
confidence: 99%
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“…Trainees acquire knowledge and skills through the experience of accomplishing these tasks through the gaming experience (Kiili, 2007). The integration of PBL in IVR SGs has been applied in different domains, such as programming learning in higher education (Chang, Chung, & Chang, 2020) and disaster education (Toyoda & Kanegae, 2019). In the case of disaster education, emergency events occurring in disasters can be contextualized as problems for leaners to solve (Toyoda & Kanegae, 2019).…”
Section: Introductionmentioning
confidence: 99%
“…The integration of PBL in IVR SGs has been applied in different domains, such as programming learning in higher education (Chang, Chung, & Chang, 2020) and disaster education (Toyoda & Kanegae, 2019). In the case of disaster education, emergency events occurring in disasters can be contextualized as problems for leaners to solve (Toyoda & Kanegae, 2019). As a result, the proposed IVR SG training system (see Section 3) of this study was developed following a problem‐based gaming (PBG) framework, which integrates PBL with games (Kiili, 2007).…”
Section: Introductionmentioning
confidence: 99%
“…Participants did not report that this desired type of learning support was a current learning support offering. And while literature could be found that discusses the benefits of applied learning (Bills, 2008;Toyoda & Kanegae, 2019) , the research articles did not mention how this support may be a necessary area of support for some video-gaming learners. Gamers who have spent much time applying their skills and strategies in a game for the purpose of accomplishing tasks, are bringing those patterns of study to their education and indicated they want a framework around their educational experience that provides the application of knowledge to help give purpose to the skills they learn.…”
Section: Campus Learning Supports Desired By Heavy-video-gaming Studentsmentioning
confidence: 99%