Blended In-Game and Off-Game Learning: Assimilating Serious Games in the Classroom and Curriculum

No Thumbnail Available
File version
Author(s)
Marsh, T
Nickole, LZ
Klopfer, E
Haas, J
Griffith University Author(s)
Primary Supervisor
Other Supervisors
Editor(s)

Ma, M., Fradinho Oliveira, M., Baalsrud Hauge, J., Duin, H., Thoben, K.-D

Date
2012
Size
File type(s)
Location

Bremen, Germany

License
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.

Journal Title
Conference Title

Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

Book Title
Edition
Volume

7528 LNCS

Issue
Thesis Type
Degree Program
School
Patent number
Funder(s)
Grant identifier(s)
Rights Statement
Rights Statement
Item Access Status
Note
Access the data
Related item(s)
Subject

Computer gaming and animation

Digital and electronic media art

Interactive media

Persistent link to this record
Citation