Video Games in Science: A Model for Students and Teachers Creating 3D Role Playing Games
PROCEEDINGS
Leonard Annetta, John Park, NC State, United States
AACE Award
Society for Information Technology & Teacher Education International Conference, in Orlando, Florida, USA ISBN 978-1-880094-58-7 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC USA
Abstract
Graduate students in science education learned to construct video games for science instruction. An innovative, synchronous online course was the vehicle for this process.As more and more students are coming to unviersities with a dire need for technology infused in their learning, video games have the potential to reach students and to allow for a new and innovative synchronous, online learning environments. Four objectives are discussed in this study: 1. Improving students Competence in science 2. Nurturing student enthusiasm for science 3. Interesting them in pursuing careers in research or other science related areas 4. Teaching and learning in a 3D MUVE as a model for synchronous, online instruction
Citation
Annetta, L. & Park, J. (2006). Video Games in Science: A Model for Students and Teachers Creating 3D Role Playing Games. In C. Crawford, R. Carlsen, K. McFerrin, J. Price, R. Weber & D. Willis (Eds.), Proceedings of SITE 2006--Society for Information Technology & Teacher Education International Conference (pp. 3950-3956). Orlando, Florida, USA: Association for the Advancement of Computing in Education (AACE). Retrieved March 19, 2024 from https://www.learntechlib.org/primary/p/22720/.
Keywords
References
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