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Erschienen in: Journal of Science Education and Technology 4/2009

01.08.2009

Transformational Play as a Curricular Scaffold: Using Videogames to Support Science Education

verfasst von: Sasha A. Barab, Brianna Scott, Sinem Siyahhan, Robert Goldstone, Adam Ingram-Goble, Steven J. Zuiker, Scott Warren

Erschienen in: Journal of Science Education and Technology | Ausgabe 4/2009

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Abstract

Drawing on game-design principles and an underlying situated theoretical perspective, we developed and researched a 3D game-based curriculum designed to teach water quality concepts. We compared undergraduate student dyads assigned randomly to four different instructional design conditions where the content had increasingly level of contextualization: (a) expository textbook condition, (b) simplistic framing condition, (c) immersive world condition, and (d) a single-user immersive world condition. Results indicated that the immersive-world dyad and immersive-world single user conditions performed significantly better than the electronic textbook group on standardized items. The immersive-world dyad condition also performed significantly better than either the expository textbook or the descriptive framing condition on a performance-based transfer task, and performed significantly better than the expository textbook condition on standardized test items. Implications for science education, and consistent with the goals of this special issue, are that immersive game-based learning environments provide a powerful new form of curriculum for teaching and learning science.

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Metadaten
Titel
Transformational Play as a Curricular Scaffold: Using Videogames to Support Science Education
verfasst von
Sasha A. Barab
Brianna Scott
Sinem Siyahhan
Robert Goldstone
Adam Ingram-Goble
Steven J. Zuiker
Scott Warren
Publikationsdatum
01.08.2009
Verlag
Springer Netherlands
Erschienen in
Journal of Science Education and Technology / Ausgabe 4/2009
Print ISSN: 1059-0145
Elektronische ISSN: 1573-1839
DOI
https://doi.org/10.1007/s10956-009-9171-5

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