DocumentCode :
2165897
Title :
Making educational games that work in the classroom: A new approach for integrating STEM simulations
Author :
Repenning, Alexander ; Basawapatna, Ashok ; Klymkowsky, Michael
Author_Institution :
Dept. of Comput. Sci., Univ. of Colorado Boulder, Boulder, CO, USA
fYear :
2013
fDate :
23-25 Sept. 2013
Firstpage :
228
Lastpage :
235
Abstract :
The development of analytical skills is a central goal of the Next Generation Science Standards and foundational to subject mastery in STEM fields. Yet, significant barriers exist to students gaining such skills. Here we describe a new “gentle-slope” cyberlearning strategy that gradually introduces students to the authoring of scientific simulations via a Web-based modding approach called CyberMOD. Modding involves adding agents with predefined functionality to a simulation world to produce a unique combination whose behavior can then be visualized by running the simulation. This permits low barrier experimentation on the modded simulation, which is hoped to help students gain a deeper understanding of scientific phenomena that is the focus of the activity. Our research questions are: i) does this approach encourage students´ interest in computational science and ii) does it enhance their analytical abilities, and iii) does it foster a deeper understanding of the processes modded? Here we take an in-depth look at what was created for the CyberMOD infrastructure and analyze the results of initial in-class studies as to the effectiveness of this strategy. The results support the premise that teachers can easily integrate CyberMOD into their in-class activities, that CyberMOD activities encourage creative student learning, and that the CyberMOD approach facilitates student understanding.
Keywords :
Internet; computer aided instruction; computer games; CyberMOD infrastructure; STEM simulations; Web-based modding approach; computational science; creative student learning; educational games; gentle-slope cyberlearning strategy; initial in-class studies; modded simulation; next generation science standards; student understanding; Biological system modeling; Blood; Computational modeling; Educational institutions; Liver; Sugar; CyberMOD; Next Generation Science Standards; STEM Education; effect size; efficacy of educational games; modding;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Games Innovation Conference (IGIC), 2013 IEEE International
Conference_Location :
Vancouver, BC
ISSN :
2166-6741
Print_ISBN :
978-1-4799-1244-5
Type :
conf
DOI :
10.1109/IGIC.2013.6659151
Filename :
6659151
Link To Document :
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