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Autor/inn/enFree, Nicholas; Menendez, Hector M., III; Tedeschi, Luis O.
TitelA Paradigm Shift for Academia Teaching in the Era of Virtual Technology: The Case Study of Developing an Edugame in Animal Science
QuelleIn: Education and Information Technologies, 27 (2022) 1, S.625-642 (18 Seiten)Infoseite zur Zeitschrift
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ZusatzinformationORCID (Tedeschi, Luis O.)
Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN1360-2357
DOI10.1007/s10639-020-10415-w
SchlagwörterEducational Games; Animal Husbandry; Experiential Learning; Undergraduate Students; Computer Games; Computer Simulation; Student Attitudes; Instructional Effectiveness; Electronic Learning; Agricultural Education
AbstractThe lack of real-life experiences, such as handling livestock at a production facility (e.g., ranch), exists for a variety of reasons such as availability, liability, time, and cost, amongst others. As more students enter undergraduate animal science programs without prior exposure to animal handling, the necessity for more hands-on, real-life experiences has increased dramatically. Complementary, educational simulation games (edugames) might provide means to overcome the lack of "hands-on" experiential learning by providing similar interactions in a virtual context. The primary goal of this study was to document the design and construction phase of a virtual cattle-handling simulation (CowSim) edugame, and to analyse preliminary survey data. An association exists between students' notion of cattle being mishandled (or not) depending on students' previous opportunity to work with animals (X[superscript 2]P value = 0.0017). Furthermore, students with previous experience handling cattle did not feel more prepared to handle cattle after playing CowSim, but students with previous experience handling cattle indicated they learned more about cattle handling after playing CowSim. After playing the CowSim game, students were, in general, optimistic about their playing experience. They perceived the CowSim game was realistic enough to increase their preparedness towards handling cattle. Our findings suggested there is heightened interest was for the use of an edugame to help visualize difficult concepts. Virtual learning tools such as the CowSim edugame are essential for advancing animal science education through the integration of virtual technology. However, improvements are warranted in the CowSim to capture more realistic scenarios given the complexity of the simulation game. (As Provided).
AnmerkungenSpringer. Available from: Springer Nature. One New York Plaza, Suite 4600, New York, NY 10004. Tel: 800-777-4643; Tel: 212-460-1500; Fax: 212-460-1700; e-mail: customerservice@springernature.com; Web site: https://link.springer.com/
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2024/1/01
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