2019
DOI: 10.1007/978-3-030-21814-0_16
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Fables for Teachers and Pupils

Abstract: The Fables project is grounded on an ecological approach to elearning, where we analyze the practice of e-learning as an information ecology, centered on the interaction among teachers, pupils and their tools, placed within the classroom. A simple Fable represents one of Schön's exemplars; a Fable can be interacted with digitally, as a simulation, to help understand and predict the behavior of a real-world system or scenario. In schools Fables can be used to represent the knowledge that pupils have, to be shar… Show more

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“…In this sense, our previous studies suggest that digital games are experienced by teachers and pupils as less creative than paper-based games, which can be easily redefined based on social agreement among teachers and pupils. Digital games on the other hand, come as black boxes, which can be played only in a particular way, decided by the developers, and cannot be customized to follow pedagogical needs nor created from scratch without advanced programming skills [6,16]. However, during our studies [6, 15, and 16] teachers have systematically expressed the desire to edit or at least customize existing digital games, and to enable their pupils to customize or design digital games, to better meet their pedagogical needs.…”
Section: Introductionmentioning
confidence: 99%
“…In this sense, our previous studies suggest that digital games are experienced by teachers and pupils as less creative than paper-based games, which can be easily redefined based on social agreement among teachers and pupils. Digital games on the other hand, come as black boxes, which can be played only in a particular way, decided by the developers, and cannot be customized to follow pedagogical needs nor created from scratch without advanced programming skills [6,16]. However, during our studies [6, 15, and 16] teachers have systematically expressed the desire to edit or at least customize existing digital games, and to enable their pupils to customize or design digital games, to better meet their pedagogical needs.…”
Section: Introductionmentioning
confidence: 99%