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Autor/inn/enMiller, Leslie M.; Chang, Ching-I.; Wang, Shu; Beier, Margaret E.; Klisch, Yvonne
TitelLearning and Motivational Impacts of a Multimedia Science Game
QuelleIn: Computers & Education, 57 (2011) 1, S.1425-1433 (9 Seiten)Infoseite zur Zeitschrift
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Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN0360-1315
DOI10.1016/j.compedu.2011.01.016
SchlagwörterScience Careers; Persuasive Discourse; Student Attitudes; Technology; Internet; Secondary School Students; Crime; Games; STEM Education; Pretests Posttests; Usability; Predictor Variables; Role Playing; Student Motivation; Science Education; Science Instruction; Web Based Instruction; Educational Technology; Teaching Methods; Multimedia Instruction
AbstractThe power of a web-based forensic science game to teach content and motivate STEM careers was tested among secondary students. More than 700 secondary school students were exposed to one of the three web-based forensic cases for approximately 60 min. Gain scores from pre-test to a delayed post-test indicated significant gains in content knowledge. In addition, the game's usability ratings were a strong predictor of learning. A positive relationship between role-play experience and science career motivation was observed, which suggests a role for authentic virtual experiences in inspiring students to consider STEM careers. (As Provided).
AnmerkungenElsevier. 6277 Sea Harbor Drive, Orlando, FL 32887-4800. Tel: 877-839-7126; Tel: 407-345-4020; Fax: 407-363-1354; e-mail: usjcs@elsevier.com; Web site: http://www.elsevier.com
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2017/4/10
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