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Autor/inn/enEcheverri, J. Felipe; Sadler, Troy D.
TitelGaming as a Platform for the Development of Innovative Problem-Based Learning Opportunities
QuelleIn: Science Educator, 20 (2011) 1, S.44-48 (5 Seiten)
PDF als Volltext (1); PDF als Volltext kostenfreie Datei (2) Verfügbarkeit 
Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN1094-3277
SchlagwörterEducational Strategies; Problem Based Learning; National Competency Tests; Biotechnology; Memorization; Educational Opportunities; Science Education; Teaching Methods; Games; Computer Uses in Education; Elementary Secondary Education; United States
AbstractThe state of education in the United States, particularly in the areas of science, mathematics and technology, has been a consistent source of concern since at least the early 1980s when student performance on the 1986 National Assessment of Educational Progress (NAEP) revealed that science proficiency was lower than comparable measures from the 1970's (Alvarado, 1994). For many students, science education continues to be presented primarily through didactic lectures and rote memorization of information. These outdated modes of teaching create un-motivating learning contexts that can significantly impede learner development of deep conceptual understandings (Barab, Sadler, Heiselt, Hickey & Zuiker, 2007). Researchers, teachers and parents are looking for strategies and technologies that create opportunities for students to not just learn the basic principles of science but understand the relationships that govern these principles and their applications. Science is based on inquisitive, collaborative and disciplined investigation in which individuals, and the groups they form, critically analyze the nature of how and why things work. Problem-Based Learning (PBL) is an instructional strategy that supports this perspective on science education. PBL facilitates learner development of collaborative, problem solving skills and promotes scientific reasoning (Barrows, 1996). In this article, we extend the links between science education and PBL to consider computer-based gaming. We examine the use of gaming as a delivery method for PBL opportunities and suggest biotechnology applications as one area of content for game-based PBL. In the final section we introduce Mission Biotech, a game that we have recently developed, as an example of using gaming as a context for PBL. (As Provided).
AnmerkungenNational Science Education Leadership Association. P.O. Box 99381, Raleigh, NC 27624-9381. Tel: 919-848-8171; Fax: 919-848-0496; Web site: http://nsela.org/index.php?option=com_content&view=category&id=51&Itemid=85
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2017/4/10
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