語系:
繁體中文
English
說明(常見問題)
回圖書館首頁
手機版館藏查詢
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
FindBook
Google Book
Amazon
博客來
Game-Based Learning: Building Competence in Visual LiteracyThrough Simulation.
紀錄類型:
書目-電子資源 : 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:
Fine arts. -
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:
2122690
Fine arts.
Subjects--Index Terms:
Visual arts
Game-Based Learning: Building Competence in Visual LiteracyThrough Simulation.
LDR
:02735nmm a2200361 4500
001
2347717
005
20220823142340.5
008
241004s2021 ||||||||||||||||| ||eng d
020
$a
9798790655708
035
$a
(MiAaPQ)AAI29083115
035
$a
AAI29083115
040
$a
MiAaPQ
$c
MiAaPQ
100
1
$a
Record, Carol J. L.
$3
3687008
245
1 0
$a
Game-Based Learning: Building Competence in Visual LiteracyThrough Simulation.
260
1
$a
Ann Arbor :
$b
ProQuest Dissertations & Theses,
$c
2021
300
$a
45 p.
500
$a
Source: Masters Abstracts International, Volume: 83-08.
500
$a
Advisor: Johnson, J. Seth.
502
$a
Thesis (M.F.A.)--Jacksonville State University, 2021.
520
$a
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.
590
$a
School code: 2203.
650
4
$a
Fine arts.
$3
2122690
650
4
$a
Design.
$3
518875
650
4
$a
Communication.
$3
524709
653
$a
Visual arts
653
$a
Critique
653
$a
Assessment
653
$a
Games
653
$a
Lumen
690
$a
0389
690
$a
0357
690
$a
0459
710
2
$a
Jacksonville State University.
$3
3687009
773
0
$t
Masters Abstracts International
$g
83-08.
790
$a
2203
791
$a
M.F.A.
792
$a
2021
793
$a
English
856
4 0
$u
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=29083115
筆 0 讀者評論
館藏地:
全部
電子資源
出版年:
卷號:
館藏
1 筆 • 頁數 1 •
1
條碼號
典藏地名稱
館藏流通類別
資料類型
索書號
使用類型
借閱狀態
預約狀態
備註欄
附件
W9470155
電子資源
11.線上閱覽_V
電子書
EB
一般使用(Normal)
在架
0
1 筆 • 頁數 1 •
1
多媒體
評論
新增評論
分享你的心得
Export
取書館
處理中
...
變更密碼
登入