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Autor/inn/enBarlow, Tim; Fleming, Barry
TitelA Science Classroom That's More than a Game
QuelleIn: Teaching Science, 62 (2016) 2, S.31-37 (7 Seiten)
PDF als Volltext Verfügbarkeit 
Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN1449-6313
SchlagwörterScience Instruction; Teaching Methods; Educational Technology; Technology Uses in Education; Educational Games; Grade 9; Adolescents; Student Motivation; Correlation; Science Achievement; Video Games; Homework; Student Surveys; Student Attitudes; Foreign Countries; Case Studies; Australia
Abstract"Blended" and "flipped" pedagogies are becoming more common features of classrooms as the technological revolution continues. While the appropriate use of technology in the learning environment can serve to motivate some students, significant problems surrounding student motivation and engagement remain. As such, the gamification, or the application of typical elements of game playing (e.g., point scoring, competition with others, levelling-up), to the learning process is increasing. In an attempt to motivate adolescent Year 9 students to undertake extension work in a course, we gamified Year 9 science. As a result of the gamification, 17% of students completed some extension material and two students completed significant amounts of extra work to achieve the highest level possible in the game. The accumulation of game points, or stars, throughout the course also enabled an analysis of student work output compared to traditional test and exam results. This analysis showed a strong positive correlation. (As Provided).
AnmerkungenAustralian Science Teachers Association. P.O. Box 334, Deakin West, ACT 2600, Australia. Tel: +61-02-6282-9377; Fax: +61-02-6282-9477; e-mail: publications@asta.edu.au; Web site: http://www.asta.edu.au/resources/teachingscience
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2020/1/01
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