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Exploiting Convergence of Life with Technology to Tackle Real-Life Problems by Means of Computer Games
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  • Exploiting Convergence of Life with Technology to Tackle Real-Life Problems by Means of Computer Games
  • Exploiting Convergence of Life with Technology to Tackle Real-Life Problems by Means of Computer Games
저자명
Wierzbicki. Robert J.,Bohnke. Peter
간행물명
Journal of Advanced Smart Convergence(JASC)
권/호정보
2013년|2권 2호|pp.1-6 (6 pages)
발행정보
한국인터넷방송통신학회
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정기간행물|ENG|
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이 논문은 한국과학기술정보연구원과 논문 연계를 통해 무료로 제공되는 원문입니다.
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Convergence in technology and media makes it possible to augment nurturing by making blended infrastructures with new digital resources available in learning environments at schools. A game-based provision of educationally-valuable content within a collective, virtual environment combined with an analysis of events in the game after it has been played (blended nurture environment) may help to better communicate human values especially where old-fashioned discussion methods fail or do not fulfill the promise of effective, educational institution-based methods of bringing up. In this paper we discuss the use of behavioural metaphors in game-based blended-nurture scenarios for computer games and pedagogical-psychological tests. Upbringing demands an active intervention in the process of children growing up and the courage to place higher expectations on ourselves and our own lifestyles. Decisions and the behaviour of the younger generation are often irrational and the resulting effects can have destructive consequences. Nowadays, games take on the role of modern storytellers. With the help of complex analogies in games, a variety of situations can be depicted in an eye-catching way and later discussed.