dc.contributor.author |
Oliver, Erna
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dc.date.accessioned |
2021-02-15T08:24:05Z |
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dc.date.available |
2021-02-15T08:24:05Z |
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dc.date.issued |
2018 |
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dc.identifier.citation |
Oliver, Erna. "Digital game-based learning and technology-enhanced learning for theological education." Verbum et Ecclesia [Online], 39.1 (2018): 8 pages. |
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dc.identifier.uri |
http://hdl.handle.net/10500/27092 |
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dc.identifier.uri |
https://doi.org/10.4102/ve.v39i1.1900 |
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dc.description.abstract |
Digital game-based learning (DGBL) – sometimes loosely referred to as gaming – for higher
education has not really found its feet in South Africa as an innovative or alternative tool to
enhance the impact of education. Internationally, it is implemented at some institutions of
higher education and also in the corporate training world. Technology-enhanced learning
([digital] TEL) is also not yet fully implemented in the higher education environment in
South Africa, as many institutions are still bound to the Gutenberg era and are therefore still
mainly paper-based. The research is linked to constructivism and is conducted from a
South African perspective. The aim is to provide a broader context for DGBL within the
environment of TEL and to present it as an additional and innovative aid to provide effective
education (that includes student-centred teaching, blended learning and transformative
assessment) opportunities for students in theology. |
en |
dc.language.iso |
en |
en |
dc.rights |
© 2018 Erna Oliver | This work is licensed under CC Attribution 4.0 |
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dc.subject |
Digital game-based learning; Technology enhanced learning; theology; Higher education; South Africa |
en |
dc.title |
Digital Game-Based Learning (DGBL) and Technology Enhanced Learning (TEL) for theological education |
en |
dc.type |
Article |
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dc.description.department |
Christian Spirituality, Church History and Missiology |
en |