Blended In-Game and Off-Game Learning: Assimilating Serious Games in the Classroom and Curriculum
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This paper describes a comparative study to investigate the efficacy of interactive games, non-interactive media and traditional instructional teaching on mathematics and science learning with high school students (aged 13-14). Utilizing a blended in-game (narrative and puzzle games) and off-game (machinima/animation and teacher) learning approach to assess the efficacy, together with survey of teachers' opinions on the introduction of serious games and blended learning approaches, the results shed some light on the integration / assimilate of serious games into the classroom and curriculum.
Serious Games Development and Applications: Third International Conference, SGDA 2012, Bremen, Germany, September 26-29, 2012. Proceedings
Educational Technology and Computing
Creative Arts, Media and Communication Curriculum and Pedagogy
Computer Gaming and Animation