Using Video Games in Science Instruction: Pedagogical, Social, and Concept-Related Aspects

被引:13
|
作者
Jaipal, Kamini [1 ]
Figg, Candace [1 ]
机构
[1] Brock Univ, St Catharines, ON, Canada
关键词
D O I
10.1080/14926150903047780
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
The potential of using video games to promote learning in classrooms is gaining recognition, but few studies have explored how video games impact teaching and learning in science classrooms. This manuscript reports on the implementation of the video game Nano Legends in four grade 8 science classes in Ontario. Data sources included interviews with teachers and students, classroom observations, online and written student artifacts, and pre and posttests. The findings indicate that the game was effective at communicating factual content and promoting social interactions in the classroom and virtual world; however, teacher intervention was necessary to supplement learning and provide differentiated instruction.
引用
收藏
页码:117 / 134
页数:18
相关论文
共 46 条
  • [1] Students’ and Teachers’ Perceptions of Using Video Games to Enhance Science Instruction
    Matthew T. Marino
    Maya Israel
    Constance C. Beecher
    James D. Basham
    Journal of Science Education and Technology, 2013, 22 : 667 - 680
  • [2] Students' and Teachers' Perceptions of Using Video Games to Enhance Science Instruction
    Marino, Matthew T.
    Israel, Maya
    Beecher, Constance C.
    Basham, James D.
    JOURNAL OF SCIENCE EDUCATION AND TECHNOLOGY, 2013, 22 (05) : 667 - 680
  • [3] Social aspects about video games
    Sanchez Rodriguez, Pedro Antonio
    Alfageme Gonzalez, M. Begona
    Serrano Pastor, Francisca Jose
    REVISTA LATINOAMERICANA DE TECNOLOGIA EDUCATIVA-RELATEC, 2010, 9 (01): : 43 - 52
  • [4] Introduction: The Social Science Study of Video Games
    Corliss, Jonathan
    GAMES AND CULTURE, 2011, 6 (01) : 3 - 16
  • [5] SOCIAL-SCIENCE RESEARCH ON VIDEO GAMES
    PRICE, JA
    JOURNAL OF POPULAR CULTURE, 1985, 18 (04): : 111 - 125
  • [6] Innovation in social science classroom through the usage of video games
    Rodriguez Domenech, Ma Angeles
    Gutierrez Ruiz, Desiree
    REVISTA IBEROAMERICANA DE EDUCACION, 2016, 72 (02): : 181 - 200
  • [7] Video Games as a Multifaceted Medium: A Review of Quantitative Social Science Research on Video Games and a Typology of Video Game Research Approaches
    Ivory, James D.
    REVIEW OF COMMUNICATION RESEARCH, 2013, 1 : 31 - 68
  • [8] Using Video Game- Based Instruction in an EFL Program: Understanding the Power of Video Games in Education
    Galvis Guerrero, Hector Alejandro
    COLOMBIAN APPLIED LINGUISTICS JOURNAL, 2011, 13 (01) : 54 - 70
  • [9] LEGAL, SOCIAL AND PSYCHOLOGICAL ASPECTS USING THE CONCEPT OF "PAEDOPHILIA"
    Langfeldt, T.
    JOURNAL OF SEXUAL MEDICINE, 2011, 8 : 169 - 169
  • [10] Using commercial video games in flipped classrooms to support physical concept construction
    Ye, S. -H.
    Hsiao, T. -Y.
    Sun, C. -T.
    JOURNAL OF COMPUTER ASSISTED LEARNING, 2018, 34 (05) : 602 - 614