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Integrating Video Games with Problem-Based Learning: A Conceptual Model

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Ma, Y., Williams, D., Richard, C., Prejean, L. & Liu, M. (2006). Integrating Video Games with Problem-Based Learning: A Conceptual Model. In E. Pearson & P. Bohman (Eds.), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2006 (pp. 2364-2368). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/23339.

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Conference Information

EDMEDIA

World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2006
June 2006
ISBN 1-880094-60-6
  Elaine Pearson & Paul Bohman
AACE

More Information on EDMEDIA

Table of Contents


Authors

Yuxin Ma, Douglas Williams, Charles Richard, Louise Prejean, University of Louisiana at Lafayette, USA; Min Liu, The University of Texas at Austin, USA

Abstract

Video games have emerged as the most frequently used interactive media among children (Kirriemuir & McFarlane, 2003). However, efforts made to create educational games were generally not very successful. New models are needed integrate the effective dimensions of video games into teaching and learning. This paper presents a conceptual model on how video games can be integrated with problem-based learning (PBL). This model consists of a 3-D multi-user virtual environment and lesson plans for facilitating classroom-based activities. It prescribes four design principles: 1). Situate the problem in a rich context in order to engage students in scientific inquiry that reflects the way experts work 2). Present the problem in all its complexity and offering tools which make complexity manageable 3). Provide learners with increased power of agency 4). Provide opportunities for authentic assessment of student performance

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