Games and Motivation to Learn Science: Personal Identity, Applicability, Relevance and Meaningfulness
Save to My Collections
Foster, A. (2008). Games and Motivation to Learn Science: Personal Identity, Applicability, Relevance and Meaningfulness. Journal of Interactive Learning Research, 19(4), 597-614. Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/24259.
Journal of Interactive Learning Research
Volume 19, Issue 4, October 2008
Association for the Advancement of Computing in Education (AACE) Chesapeake, VA
More Information on JILR
Game-based learning and designing has become a hot topic in educational technology. It is believed that video gaming is one way to get students engaged in learning complex and ill-structured material, holistic learning, and preparing learners for 21st century jobs. However, beyond engagement, games may also be used for learning and developing personal interest in science by utilizing the affordances for personal identity, applicability beyond the school setting and for a personal agenda, and relevance and meaningfulness of scientific practices and ideas. This article, based on the synthesis of information from the games, science education, and motivational research literatures present a focused view on how games for learning (serious games) can be designed and used for learning and developing an interest in science. The article also points in the direction of much needed research to assess the claims about games for learning.
- Designing with and for Technological Pedagogical Content Knowledge: The Evolution of GeoThentic
- Using e-Learning Technologies in Developing Remeditainment Products for the Treatment of Children with Central Auditory Processing Disorder (CAPD)
- Post degree online course in Haematopathology and e-Learning: description of an innovative curriculum in e-Learning
- Podcasts in Higher Education: What Students Want, What They Really Need, and How This Might be Supported
- Using RSS in Collaborative Course Development
- Teaching for Success: Technology and Learning Styles in Preservice Teacher Education
- Reducing E-Learning Development Costs Using a Streamlined XML-based Approach
- Using Authentic Situations and Avatars to Build Knowledge in an E-Learning Environment
- Inspiring Learning and Teaching: Using e-tools to Facilitate Change
- Scenario making support in PBL
Comments & Discussion
Comment on the paper above. You must be registered to participate. Registration is free.