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Game-Based Learning: Building Competence in Visual LiteracyThrough Simulation.
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/作者:
Game-Based Learning: Building Competence in Visual LiteracyThrough Simulation./
作者:
Record, Carol J. L.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2021,
面頁冊數:
45 p.
附註:
Source: Masters Abstracts International, Volume: 83-08.
Contained By:
Masters Abstracts International83-08.
標題:
Communication. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=29083115
ISBN:
9798790655708
Game-Based Learning: Building Competence in Visual LiteracyThrough Simulation.
Record, Carol J. L.
Game-Based Learning: Building Competence in Visual LiteracyThrough Simulation.
- Ann Arbor : ProQuest Dissertations & Theses, 2021 - 45 p.
Source: Masters Abstracts International, Volume: 83-08.
Thesis (M.F.A.)--Jacksonville State University, 2021.
The ability to assess one’s work and others’ is important in a variety of fields, but especially in the visual arts where it is a crucial step in the development of any project. A great deal of time in visual arts education is spent on critique and assessment, which signifies its importance, yet little time is spent formally educating students on what a critique is, and the benefits derived from it. During my own undergrad experience critiques were something students were just thrown into and expected to learn through immersion. But what if there was a better way? Could educating students on the structure, goals, and benefits of critique help increase voluntary participation and strengthen their critiquing skills? Visual arts students are often hesitant to speak up in critiques because of anxiety and a lack of confidence. These feelings are often caused by uncertain expectations, unfamiliar terminology, and fear of embarrassment in front of their peers. I propose utilizing a game to simulate the critique experience in order to provide an engaging learning experience, which minimizes stress by introducing critique language and concepts in a casual and playful setting. Utilizing games in the classroom to aid with learning objectives is a growing academic trend called game-based learning. Games can simulate real-world experiences in ways that can aid comprehension.1 Game-based learning is an ideal experiential learning framework for introducing the critique process in order to reduce student anxiety and create competence in visual literacy and self-assessment. Therefore, I designed a card game called Lumen to help address the possibility of teaching critiques differently.
ISBN: 9798790655708Subjects--Topical Terms:
556422
Communication.
Subjects--Index Terms:
Visual arts
Game-Based Learning: Building Competence in Visual LiteracyThrough Simulation.
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The ability to assess one’s work and others’ is important in a variety of fields, but especially in the visual arts where it is a crucial step in the development of any project. A great deal of time in visual arts education is spent on critique and assessment, which signifies its importance, yet little time is spent formally educating students on what a critique is, and the benefits derived from it. During my own undergrad experience critiques were something students were just thrown into and expected to learn through immersion. But what if there was a better way? Could educating students on the structure, goals, and benefits of critique help increase voluntary participation and strengthen their critiquing skills? Visual arts students are often hesitant to speak up in critiques because of anxiety and a lack of confidence. These feelings are often caused by uncertain expectations, unfamiliar terminology, and fear of embarrassment in front of their peers. I propose utilizing a game to simulate the critique experience in order to provide an engaging learning experience, which minimizes stress by introducing critique language and concepts in a casual and playful setting. Utilizing games in the classroom to aid with learning objectives is a growing academic trend called game-based learning. Games can simulate real-world experiences in ways that can aid comprehension.1 Game-based learning is an ideal experiential learning framework for introducing the critique process in order to reduce student anxiety and create competence in visual literacy and self-assessment. Therefore, I designed a card game called Lumen to help address the possibility of teaching critiques differently.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=29083115
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