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Blended In-Game and Off-Game Learning: Assimilating Serious Games in the Classroom and Curriculum

Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 7528)

Abstract

This paper describes a comparative study to investigate the efficacy of interactive games, non-interactive media and traditional instructional teaching on mathematics and science learning with high school students (aged 13-14). Utilizing a blended in-game (narrative and puzzle games) and off-game (machinima/animation and teacher) learning approach to assess the efficacy, together with survey of teachers’ opinions on the introduction of serious games and blended learning approaches, the results shed some light on the integration / assimilate of serious games into the classroom and curriculum.

Keywords

Narrative Puzzle Games Learning Machinima Analysis 

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References

  1. 1.
    Marsh, T., Li Zhiqiang, N., Klopfer, E., Chuang, X., Osterweil, S., Haas, J.: Fun and Learning: Blending Design and Development Dimensions in Serious Games Through Narrative and Characters. In: Serious Games and Edutainment Applications, ch. 14, pp. 273–287. Springer (2011a)Google Scholar
  2. 2.
    Marsh, T., Li Zhiqiang, N., Klopfer, E., Chuang, X., Osterweil, S., Haas, J.: Fun and Learning: The Power of Narrative. In: Foundations of Digital Games 2011 (FDG 2011), Bordeaux, France (2011b)Google Scholar
  3. 3.
    Waker 1.0 (2009); Waker 2.0 (2011) & Puzzle (2011) Game Versions. GAMBIT Game Lab, MIT: DOI=http://gambit.mit.edu/loadgame/waker.php
  4. 4.
    Waker Machinima (2011), Youtube: DOI=http://www.youtube.com/watch?v=vb0Kre0vm-I

Copyright information

© Springer-Verlag Berlin Heidelberg 2012

Authors and Affiliations

  1. 1.James Cook UniversityAustralia
  2. 2.UbisoftSingapore
  3. 3.Massachusetts Institute of TechnologyUSA

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