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Pages:
2 pages/≈550 words
Sources:
No Sources
Style:
APA
Subject:
Literature & Language
Type:
Coursework
Language:
English (U.S.)
Document:
MS Word
Date:
Total cost:
$ 8.64
Topic:

The Traditional Linear and Rigid Modes of Instructions

Coursework Instructions:

Please finish this assignment with track changes on. The name is Rachel Zhang and the course number is 20088.

Coursework Sample Content Preview:
  The Traditional Linear and Rigid Modes of InstructionsImportant notes:
* Please make sure what you submit is well-organized, easy-to-read and devoid of grammatical errors. For example, the answers should not be in bold and they should not be numbered.
* The track changes should be ON so that I can see what you have changed IN the task text. If you do it any other way it would mean that I have to read the whole new text and compare it with the original source to see what you have changed. I will not do that and your points would be 0 for the assignment.
The questions 1 and 2 are based on the following text.
1 Please summarize this text in 150-250 words (15 points).
2 Please format the text according to APA. It includes page margins, line spacing, paragraph structures, citations, references etc. (12 points).
The use and popularity of digital visual media are consistently increasing, which has resultinged in some changes in educational practices. Education is also refashioning in tandem with other facets of our lives under the heavy influence of digitalization. As new technologies have developed over the past few decades, the learning process has been transformed accordingly (Mahmoodi-Shahrebabaki, 2015). In the contemporary world, digital visual stimuli typically supersede written materials due to the propagation of digital devices (Ngiam et al., 2011). Tand this has spawned sweeping changes in our learning and teaching fashion (Conway & Christiansen, 2005). Moreoverre and more, educators are adapting and incorporating technology use, including game-based learning, into educational practices (Masoud Mahmoodi-Shahrebbaki, 2015).
The traditional linear and rigid modes of instructions, which are abundant with prescriptive rules, are has been found to be the primary reasons for the lack of learners` interest in these instructional environments (Mahmoodi-Shahrebabaki, 2015; Boud and Feletti, 2013). Video gaminging is one particular area of digital life that has become exceedingly trendy. Because of its popularity and widespread use, have madesome educational theoreticians tohave proposed the inclusion of video game-based learning (Malykhina, 2014e.g., Gibson, 2006; Wu, James et al., 2012; Arnab and others., 2015).
The concept of learning is still an elusive concept; and however, we for sure know that the wayhow people we define learning would affects how theywe study it (Reinders, 2017). The notion of including video games in education has been primarily based on cognitive and sociocultural theories of teaching and learning (Juul, 2011; Mahmoodi-Shahrebabaki, 20154; Mayo, 2009). Huizinga (1955) has been one of the original voices who has stressed the effectiveness of including the elements of playfulness and games in educational settings. In his study of play, Huizinga states that. “anthropology and its sister sciences have so far laid too little stress on the concept of play and on the supreme importance to civilization of the play factor.” (n.p.). Huizinga (1955) in his seminal book Homo Ludens, explains that classes and playing games have a lot in common. He adds that classroom procedures are detached from routine life since classrooms possess their own demarcations in terms of time, rules ...
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