Abstract
Advances in technology, the relative availability/affordability of technology, the growth of distance education, and the increased emphasis in the computer as a primary communicative tool (e-mail, chat rooms, etc.) within society all make “now” the right time to merge gaming and education into effective educational multi-user virtual environments. These engaging, synchronous online environments have the potential to support constructivist, problem-based learning. The overall design game designis educationally significant in that it models learning. During games, players obtain rewards based on achievements, experience evaluation and repetition, build upon previous knowledge, and control their investment in the game. Therefore, not unlike players in video games, students in higher education science courses are asked to demonstrate/apply specified knowledge and ultimately achieve a particular goal based on performance. These ideas align with the instructional design goals within distance education courses. When utilized to support distance education courses, gaming formats can be designed to incorporate specific, or all, knowledge levels and offer opportunities to enhance higher level learning processes, such as strategic knowledge.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Abell, S. K., & Lederman, N. G. (Eds.). (2007). Handbook of research on science education. Mahwah, NJ: Lawrence Erlbaum Associates.
Anderson, L., Krathwohl, D., Airasian, P., Cruikshank, K., Mayer, R., Pintrich, P., et al. (2001). A taxonomy for learning, teaching, and assessing: A revision of Bloom’s taxonomy of educational objectives. New York: Longman.
Annetta, L. A., Minogue, J., Holmes, S., Folta, E., Cheng, M. T., & Klesath, M. (2008). Using case studies as the narrative to game design and development. In D. Gibson and Y. K. Baek (Eds.), Digital simulations for improving education: Learning through artificial teaching environments. Hershey: IGI Global.
Bakas, C., & Tassos, A. (2003). Design of virtual environments for the comprehension of planetary phenomena based on students’ ideas. International Journal of Science Education, 25(8), 949–967.
Belanich, J., Wisher, R., & Orvis, K. L. (2004). A question-collaboration approach to Web-based learning. The American Journal of Distance Education, 18(3), 169–185.
Brabeck, M., Rogers, L., Sirin, S., Henderson, J., Benvenuto, M., Weaver, M., et al. (2000). Increasing ethical sensitivity to racial and gender intolerance in schools: Development of the racial ethical sensitivity test. Ethics & Behavior, 10(2), 119.
Brophy, J. E. (1988). On motivating students. In D. Berliner & B. Rosenshine (Eds.), Talks to teacher (201–245). New York: Random House.
Dickey, M. (2007). Game design and learning: A conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation. Educational Technology Research and Development, 55(3), 253–273.
Foreman, J. (2003, July–August). Next-generation educational technology versus the lecture. EDUCAUSE Review, 38(4), 12–16.
Fromme, J. (2003). Computer games as a part of children’s culture. The International Journal of Computer Game Research, 3(1).
Gee, J. (2003). Learning by design: Good video games as learning machines. New York: Palgrave/Macmillan.
Gravier, F., Bayard, B., Ates, M., & Lardon, J. (2008). State of the art about remote laboratories paradigms – foundations of ongoing mutations. International Journal of Online Engineering, 4(3), 19–25.
Hofstein A., & Lunetta V. N., (2004). The laboratory in science education: foundation for the 21st century. Science Education, 88, 28–54.
Jones, S. (2002). The Internet goes to college. Washington, DC: Pew Internet and American Life Project.
Kiili, K. (2007). Foundation for problem-based gaming. British Journal of Educational, 38(3), 394–404.
Lee, A., Hairston, R., Thames, R., Lawrence, T., & Herron, S. (2002). Using a computer simulation to teach science process skills to college biology and elementary education majors. Bioscene: Journal of College Biology Teaching, 28(4), 35–41.
Ma, J., & Nickerson, J. (2006). Hands-on, simulated, and remote laboratories: A comparative literature review. ACM Computing Surveys (CSUR), 38(3), 1–24.
Neal, L. (2003). Predictions for 2003: E-learning’s leading lights look ahead. Retrieved February 22, 2004, from http://www.elearnmag.org/subpage/sub_page.cfm/article_pk=6541&page_number_nb=17title-COLUMN
Overmars, M. (2004a). Tutorial: What is a good game? Retrieved from http://www.gamemaker.nl/tutorials/goodgame.zip
Overmars, M. (2004b). Teaching computer science through game design. Computer, 37(4), 81–83.
Pintrich, P. (2002). The role of metacognitive knowledge in learning, teaching, and assessing. Theory Into Practice, 41(4), 219–225.
Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill.
Rejeski, D. (2002). Gaming our way to a better future. Retrieved February 22, 2004, from http://www.avault.com/developer/getarticle.asp/name-drejeski1&page=2
Rickard, K. (2004). E-mentoring and pedagogy: A useful nexus for evaluating online mentoring programs for small business? Mentoring & Tutoring: Partnership in Learning, 12(3), 383–401.
Shulman, J. (1992). Case methods in teacher education. New York: Teachers College Press.
Taradi, S. K., Taradi, M., Radic, K., & Pokrajac, N. (2005). Blending problem-based learning with Web technology positively impacts student-learning outcomes in acid-base physiology. Journal of Advanced Physiological Education, 29, 35–39.
Author information
Authors and Affiliations
Corresponding author
Rights and permissions
Copyright information
© 2010 Springer Science+Business Media B.V.
About this chapter
Cite this chapter
Annetta, L.A., Folta, E., Klesath, M. (2010). Serious Games, Simulations, and Case-Based Reasoning. In: V-Learning. Springer, Dordrecht. https://doi.org/10.1007/978-90-481-3627-8_5
Download citation
DOI: https://doi.org/10.1007/978-90-481-3627-8_5
Published:
Publisher Name: Springer, Dordrecht
Print ISBN: 978-90-481-3620-9
Online ISBN: 978-90-481-3627-8
eBook Packages: Humanities, Social Sciences and LawEducation (R0)