Digital game-based learning and technology-enhanced learning for theological education
Цифровое игровое обучение и обучение с использованием технологий в теологическом образовании
2018-11-07
SCID: 54.1/266p823j
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blended learningconstructivismdigital game-based learningtechnology-enhanced learningtheological education
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Abstract (AI)
Digital game-based learning (DGBL) – sometimes loosely referred to as gaming – for higher education has not really found its feet in South Africa as an innovative or alternative tool to enhance the impact of education. Internationally, it is implemented at some institutions of higher education and also in the corporate training world. Technology-enhanced learning ([digital] TEL) is also not yet fully implemented in the higher education environment in South Africa, as many institutions are still bound to the Gutenberg era and are therefore still mainly paper-based. The research is linked to constructivism and is conducted from a South African perspective. The aim is to provide a broader context for DGBL within the environment of TEL and to present it as an additional and innovative aid to provide effective education (that includes student-centred teaching, blended learning and transformative assessment) opportunities for students in theology. Intradisciplinary and/or interdisciplinary implications: Digital game-based learning as a part of TEL can be implemented in teaching all aspects of theology through the blended learning approach (that includes time, space, activity and media, formal, informal and non-formal learning and prior learning and experience) providing possibilities for active learning and constructing knowledge.
Key Findings
1
Blended DGBL can incorporate varied times, spaces, activities, media, learning forms, and students’ prior learning and experience.
2
DGBL is presented as an innovative supplementary tool supporting student-centred teaching, blended learning, and transformative assessment in theology.
3
Digital game-based learning (DGBL) remains insufficiently adopted in South African higher education, alongside incomplete implementation of technology-enhanced learning.
4
Integrated with blended learning, DGBL can support active learning and knowledge construction across theological disciplines.
5
The study situates DGBL within technology-enhanced learning and constructivism from a South African perspective for theological education.
Research Object
Digital game-based learning and technology-enhanced learning in South African theological higher education
Research Subject
Their potential as innovative, student-centred blended-learning approaches for active knowledge construction and transformative assessment in theology education
Publication Details
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2018-11-07
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