Twenty-First Century Skills and Game-Based Learning
PROCEEDINGS
Hiller Spires, Kimberly Turner, Friday Institute for Educational Innovation, North Carolina State University, United States ; James Lester, Computer Science, North Carolina State University, United States
EdMedia + Innovate Learning, in Vienna, Austria ISBN 978-1-880094-65-5 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC
Abstract
Growing number of people around the world engage in playing computer games, yet the educational system has yet to find substantial ways to capitalize on the potential of game-based learning for academic purposes. The purpose of this paper is to draw a connection between two important 21st century skills, i.e., complex communication and expert problem solving, and game-based learning. Specifically, we report on a multidisciplinary research project among computer scientists and educational researchers that is attempting to illustrate the effects of a game-based learning environment on 8th grade student engagement and academic dispositions. Results from this analysis will provide important insights into individual differences among game players that will contribute to future customization of content and game design features. Future data collections will target the effects on student problem solving and interest.
Citation
Spires, H., Turner, K. & Lester, J. (2008). Twenty-First Century Skills and Game-Based Learning. In J. Luca & E. Weippl (Eds.), Proceedings of ED-MEDIA 2008--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 5438-5443). Vienna, Austria: Association for the Advancement of Computing in Education (AACE). Retrieved March 19, 2024 from https://www.learntechlib.org/primary/p/29130/.
© 2008 Association for the Advancement of Computing in Education (AACE)
Keywords
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