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What is Shared Learning

Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches
A game design pattern that promotes affective learning. Players share lessons from the game with other players. Through direct and indirect cooperation, players work together to master the game.
Published in Chapter:
Computer Games for Affective Learning
Claire Dormann (University of Ottawa, Canada), Jennifer R. Whitson (Carleton University, Canada), and Robert Biddle (Carleton University, Canada)
DOI: 10.4018/978-1-60960-495-0.ch013
Abstract
This chapter addresses how computer games can support affective learning, taking specific focus on learning for the affective domain. It first explores this domain, describes the issues that can arise in support, and makes connections to the strengths of computer games. The chapter uses activity theory to highlight the role of a game as an effective mediator of learning in the affective domain. These studies of how games support the affective domain involve the observation of game-play and identification of recurring design elements that can be identified as patterns. The chapter describes several patterns, first in larger commercial games, and then in smaller serious games. Finally, it reflects on its findings, and surveys the general nature of game support for learning in the affective domain. Clear evidence is given that games can and do provide such support, with indications of even greater potential with better understanding of the nature of the game-play.
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Trends in Information Technology Governance
The co-creation of mutual understanding by members of organizational sub-units of each other’s goals and objectives.
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The Development of Education in the United States: From the 18th to the 21st Century
An alternative to competition-based models, can be divided into two broad categories, cooperative and collaborative Learning.
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