Blended In-Game and Off-Game Learning: Assimilating Serious Games in the Classroom and Curriculum
Author(s)
Marsh, T
Nickole, LZ
Klopfer, E
Haas, J
Griffith University Author(s)
Year published
2012
Metadata
Show full item recordAbstract
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.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.
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Conference Title
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume
7528 LNCS
Publisher URI
Subject
Computer gaming and animation
Digital and electronic media art
Interactive media