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Autor/inn/enPerry, Judy; Klopfer, Eric
TitelUbiqBio: Adoptions and Outcomes of Mobile Biology Games in the Ecology of School
QuelleIn: Computers in the Schools, 31 (2014) 1-2, S.43-64 (22 Seiten)Infoseite zur Zeitschrift
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Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN0738-0569
DOI10.1080/07380569.2014.879771
SchlagwörterEducational Games; Handheld Devices; Electronic Learning; Biology; Computer Simulation; Curriculum; High School Students; Grade 9; Grade 10; Time on Task; Scores; Academic Achievement; Correlation; Regression (Statistics); Massachusetts; Massachusetts Comprehensive Assessment System
AbstractThe integration of learning games into schools holds significant promise, yet faces numerous obstacles. Ubiquitous games (casual games for smart phones) attempt to motivate students to engage repeatedly with content beyond school, while enabling teachers to facilitate deeper reflection on game-related curricula during class. During a two-year study, researchers developed four biology-themed UbiqGames and curricula. An analysis of gameplay patterns and posttest data suggests that both male and female students played the games. Correlation of content knowledge gains with specific game design attributes (e.g., simulation feedback and depth of content) suggested areas for further research on "casual" learning games. (As Provided).
AnmerkungenRoutledge. Available from: Taylor & Francis, Ltd. 325 Chestnut Street Suite 800, Philadelphia, PA 19106. Tel: 800-354-1420; Fax: 215-625-2940; Web site: http://www.tandf.co.uk/journals
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2017/4/10
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