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Serious Games Classroom Implementation: Teacher Perspectives and Student Learning Outcomes
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, Tietronix Software, Inc., United States ; , , , University of Houston-Clear Lake, United States

Society for Information Technology & Teacher Education International Conference, in Savannah, GA, United States ISBN 978-1-939797-13-1 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA

Abstract

The purpose of this mixed methods study was to explore teacher perceptions and student learning outcomes during implementation of a serious game (SG) that combined the interactive nature of gaming, with storytelling power of graphic novel art to provide an engaging education experience exposing students to computer science, programming skills, and robotics education. Implementation occurred in middle school classrooms in two local school districts and two middle school campus-based after school programs. The focus of the research-based project was to determine the effects of the SG on teacher perceptions as it related to inclusion of the SG in the classroom and the SG impact on the programming skills and perceptions of the student participants. This presentation will focus on the results of this project.

Citation

Trevathan, M., Peters, M., Willis, J. & Sansing, L. (2016). Serious Games Classroom Implementation: Teacher Perspectives and Student Learning Outcomes. In G. Chamblee & L. Langub (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 624-631). Savannah, GA, United States: Association for the Advancement of Computing in Education (AACE). Retrieved October 15, 2019 from .

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Presentation

Proceedings49020.docx Download

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