Serious Games: Incorporating Video Games in the Classroom
ARTICLE
Leonard A. Annetta, Marshall R. Murray, Shelby Gull Laird, Stephanie C. Bohr, John C. Park
Educause Quarterly Volume 29, Number 3, ISSN 1528-5324
Abstract
Technological advances in the new millennium may evoke disquiet among administrators and teachers taxed with understanding how to harness new capabilities and merge them with sound pedagogy. To understand how gaming might bridge the gap between student interest and how lessons are taught, graduate students in science education at North Carolina State University (NCSU) took an online course that incorporated role-playing games. This article describes the creation of the NCSU course, which combined content and pedagogy with a multi-player educational gaming application (MEGA). The course design had two major goals: (1) Find a viable source for synchronous, online course delivery in a MEGA; and (2) Pilot a project for in-service teachers to design and create role-playing video games in a three-dimensional (3D) virtual environment as a supplement to science teacher instruction. (Contains 2 figures and 32 endnotes.)
Citation
Annetta, L.A., Murray, M.R., Laird, S.G., Bohr, S.C. & Park, J.C. (2006). Serious Games: Incorporating Video Games in the Classroom. Educause Quarterly, 29(3), 16-22. Retrieved March 19, 2024 from https://www.learntechlib.org/p/103749/.
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