Blended In-Game and Off-Game Learning: Assimilating Serious Games in the Classroom and Curriculum
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Nickole, LZ
Klopfer, E
Haas, J
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Ma, M., Fradinho Oliveira, M., Baalsrud Hauge, J., Duin, H., Thoben, K.-D
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Bremen, Germany
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Abstract
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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Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
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7528 LNCS
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Computer gaming and animation
Digital and electronic media art
Interactive media