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Literacy in the new norm: stay-home game plan for parents

机译:素养的新标准:”——游戏计划父母

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Purpose - The purpose of this study is twofold. Firstly, this research aims at helping countries implement an equitable, innovative and context-appropriate stay-home game plan for the millions of disadvantaged and under-privileged students severely affected by the forfeiture of school closures; and secondly, this study proclaims that the burgeoning popularity of gamification has the potential to lay the bedrock foundation for 'Literacy in the New Norm'. Design/methodology/approach - The temporal closure of schools around the world to limit the spread of the COVID-19 has resulted in massive educational disruptions triggering adverse effects and bringing much of education under grave threat. Through a review of the current empirical and conceptual literature, this study proposes a new gamification concept in a non-technology environment. Findings - Well underway are global dialogues that hold conversations on implementing mitigation strategies to counter the looming global health crisis. This has generated the impetus for a more concerted effort by concerned governments and international organizations to identify appropriate solutions for the continuity of learning so that the learning never stops. While educators and learners plunge further into the core of reconstructing education, the authors recognize that the fundamentals of technology and virtual connectivity have all along contributed to the multi-faceted e-learning stage set. However, concerns regarding the paradigm shift to remote online learning would certainly exacerbate inequalities cardinally felt across disadvantaged communities around the globe. Originality/value - As the world is currently bound by strict isolation measures, learners of all ages have been relegated to the confines of their homes. For the most part, the stark realities of technological mishaps that have befallen underprivileged school children, serve as a reminder to help target children all over the world who are in most peril of losing ground in terms of continued education. It is on these grounds that the criterion set out in this article elucidates the nature and scope of a supplementary stay-home game plan detailing the use of game affordances that bear intelligently in the creation of home-based activities for parents to give it their best effort in fostering a collaborative and meaningful parent-child relationship that spawns the new language of literacy in the new norm.
机译:目的:本研究的目的是双重的。首先,本研究旨在帮助国家实现一个公平的、创新的和context-appropriate”——游戏计划数以百万计的弱势和设备等等学生丧失的严重影响关闭学校;宣称的新兴的流行游戏化有潜力奠定了基础文化在新规范的基础。设计/方法/方法——时间世界各地的限制关闭学校COVID-19导致大规模的蔓延教育中断触发不良效果和带来的教育下严重的威胁。文学经验和概念,本研究提出了一种新的游戏化的概念非技术环境。正在被举行的全球对话对话实现减排应对即将到来的全球卫生战略危机。由有关政府和共同努力国际组织来确定合适的解决方案的连续性学习,学习永远不会停止。教育者和学习者进一步陷入重建教育的核心,作者认识到技术和原理虚拟连接一直贡献多方面的学习阶段。然而,担心范式转变远程在线学习肯定会加剧不平等上大体感觉在弱势群体全球社区。是世界上目前受严格的约束隔离措施,所有年龄段的学习者被降级的家园。在大多数情况下,严酷的现实技术灾难降临贫困学校的孩子,作为一个提醒,帮助孩子的目标世界上最危险的失利继续教育的条件。理由是设定的标准文章论述了性质和范围计划详细补充”游戏使用相应的熊智能交互的游戏在家庭活动的创建父母给他们的最大的努力培养一个协作和有意义的父子关系,产生的新语言文化在新规范。

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