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VISOLE: A Constructivist Pedagogical Approach to Game-Based Learning

Copyright © 2010. 22 pages.
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DOI: 10.4018/978-1-60566-729-4.ch011
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MLA

Jong, Morris S.Y., Junjie Shang, Fong-Lok Lee and Jimmy H.M. Lee. "VISOLE: A Constructivist Pedagogical Approach to Game-Based Learning." Collective Intelligence and E-Learning 2.0: Implications of Web-Based Communities and Networking. IGI Global, 2010. 185-206. Web. 21 Oct. 2014. doi:10.4018/978-1-60566-729-4.ch011

APA

Jong, M. S., Shang, J., Lee, F., & Lee, J. H. (2010). VISOLE: A Constructivist Pedagogical Approach to Game-Based Learning. In H. Yang, & S. Yuen (Eds.) Collective Intelligence and E-Learning 2.0: Implications of Web-Based Communities and Networking (pp. 185-206). Hershey, PA: Information Science Reference. doi:10.4018/978-1-60566-729-4.ch011

Chicago

Jong, Morris S.Y., Junjie Shang, Fong-Lok Lee and Jimmy H.M. Lee. "VISOLE: A Constructivist Pedagogical Approach to Game-Based Learning." In Collective Intelligence and E-Learning 2.0: Implications of Web-Based Communities and Networking, ed. Harrison Hao Yang and Steve Chi-Yin Yuen, 185-206 (2010), accessed October 21, 2014. doi:10.4018/978-1-60566-729-4.ch011

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Abstract

VISOLE (Virtual Interactive Student-Oriented Learning Environment) is a constructivist pedagogical approach to empower computer game-based learning. This approach encompasses the creation of a near real-life online interactive world modeled upon a set of multi-disciplinary domains, in which each student plays a role in this “virtual world” and shapes its development. All missions, tasks and problems therein are generative and open-ended with neither prescribed strategies nor solutions. With sophisticated multi-player simulation contexts and teacher facilitation (scaffolding and debriefing), VISOLE provides opportunities for students to acquire both subject-specific knowledge and problem-solving skills through their near real-life gaming experience. This chapter aims to delineate the theoretical foundation and pedagogical implementation of VISOLE. Apart from that, the authors also introduce their game-pedagogy co-design strategy adopted in developing the first VISOLE instance—FARMTASIA.
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Background

The discussion of harnessing games for teaching and learning has started since the widespread popularity of Pac-Man in the early 1980s (Squire, 2003). Without doubt, the “games” discussed in most of today’s game-based learning research are quite different from the ones that were used in education in the last few decades. The differences are not only in games’ technical enhancement (e.g., more sophisticated 3D user interfaces, dynamic synchronous players’ interaction, etc.) brought by the advancement of technology, but also their underpinning learning philosophy, shifting from behaviourism (Rachlin, 1991; Skinner, 1938) to constructivism (Bruner, 1960; Papert, 1993; Piaget, 1964, 1970).

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Complete Chapter List

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Table of Contents
Foreword
George Siemens
Chapter 1
Stephen Downes
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Learning Networks and Connective Knowledge
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Chapter 2
Ann Dutton Ewbank, Adam G. Kay, Teresa S. Foulger, Heather L. Carter
This chapter reviews the capabilities of social networking tools and links those capabilities to recent legal and ethical controversies involving... Sample PDF
Conceptualizing Codes of Conduct in Social Networking Communities
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Chapter 3
Judi Repman, Cordelia Zinskie, Elizabeth Downs
As online learning continues to expand and evolve, new challenges emerge regarding the implementation of Web 2.0 tools and technologies in online... Sample PDF
Fulfilling the Promise: Addressing Institutional Factors that Impede the Implementation of E-Learning 2.0
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Chapter 4
Robert Z. Zheng
The growth of online resources and the advancement of Web 2.0 technology are changing the instructional landscape and have significantly impacted... Sample PDF
Designing Dynamic Learning Environment for Web 2.0 Application
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Chapter 5
Marshall G. Jones, Stephen W. Harmon
This chapter deals centrally with one emerging aspect of Web 2.0 for education, that of the increasing demand for real time and near real-time... Sample PDF
Instructional Strategies for Teaching in Synchronous Online Learning Environments (SOLE)
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Chapter 6
Daniel W. Surry, David C. Ensminger
Higher education is changing in important and profound ways. New technologies are enabling universities to reach new students and create innovative... Sample PDF
University 2.0: Human, Social, and Societal Issues
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Chapter 7
Jay Alden
The emergence of Web 2.0 technologies with its emphasis on social networking has presented an opportunity for academic institutions to take... Sample PDF
Use of Wikis to Support Collaboration among Online Students
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Chapter 8
Curtis J. Bonk, Mimi Miyoung Lee, Nari Kim, Meng-Fen Grace Lin
A Wikibook is a transformative and disruptive technology that is finding increasing use in schools and higher education institutions. This new form... Sample PDF
Wikibook Transformations and Disruptions: Looking Back Twenty Years to Today
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Chapter 9
Chareen Snelson
The recent explosive growth of Web-based video has expanded the repository of free content that can be tapped into for e-learning. Millions of video... Sample PDF
Web-Based Video for e-Learning: Tapping into the YouTubeTM Phenomenon
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Chapter 10
Deborah Everhart, Kaye Shelton
Collaborative research teaches students critical knowledge management skills, whether they are undergraduates learning the basics of Web research or... Sample PDF
From Information Literacy to Scholarly Identity: Effective Pedagogical Strategies for Social Bookmarking
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Chapter 11
Morris S.Y. Jong, Junjie Shang, Fong-Lok Lee, Jimmy H.M. Lee
VISOLE (Virtual Interactive Student-Oriented Learning Environment) is a constructivist pedagogical approach to empower computer game-based learning.... Sample PDF
VISOLE: A Constructivist Pedagogical Approach to Game-Based Learning
$37.50
Chapter 12
Patricia Edwards, Mercedes Rico, Eva Dominguez, J. Enrique Agudo
Web 2.0 technologies are described as new and emerging for all fields of knowledge, including academia. Innovative e-learning formats like on-demand... Sample PDF
Second Language E-Learning and Professional Training with Second Life®
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Chapter 13
Hyung Sung Park, Young Kyun Baek
The purpose of this chapter is to offer practical ideas and cases for educational use of the Second Life® virtual world with Web 2.0 based... Sample PDF
Empirical Evidence and Practical Cases for Using Virtual Worlds in Educational Contexts
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Chapter 14
Sharon Stoerger
Schools based in the United States are trapped in a Henry Ford factory model of education that is focused on high-stakes testing. This model was... Sample PDF
A Pedagogical Odyssey in Three-Dimensional Virtual Worlds: The SECOND LIFE® Model
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Chapter 15
Youmei Liu, Shawn McCombs
E-Learning has undergone an amazing metamorphosis: it has changed from the delivery of individualized, static curricular information to the... Sample PDF
Podcasting: A Flexible E-Learning Tool
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Chapter 16
Steve Chi-Yin Yuen, Harrison Hao Yang
This chapter provides an overview and development of sense of community and social networking; discusses the potential uses of social networking in... Sample PDF
Using Social Networking to Enhance Sense of Community in E-Learning Courses
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