TY - CHAP
T1 - Finger on the screen
T2 - 2nd European Conference on Games Based Learning, ECGBL 2008
AU - Gros, Begoña
AU - Garrido, José
PY - 2008
Y1 - 2008
N2 - A multidisciplinary university team (Chilean-Spanish) and teachers at a public school in the region of Valparaíso (Chile) carried out an initiative to design and implement an educational sequence that, by including the use of the strategy video game Age of Empires in their activities, could mediate curricular learning in the subject areas of social science and mathematics. The application of this class design involved working with 78 students at K7 level, who made use of the video game in three ways: levelling, inquiry and evaluation. A descriptive case study methodology was used to compile and analyse data in order to identify and describe the sessions and the interaction types occurring in the relationship between peers, the role of the teacher and the contribution of the video game. The main results show, on the one hand, how important it is (i) for teachers to learn how to play, (ii) for them to take part in a co-operative forum to design new settings for learning, and on the other hand, (iii) the types of collaboration and co-operation emerging among students, and (iv) the opportunities offered by the video game to approach the facts of phenomena.
AB - A multidisciplinary university team (Chilean-Spanish) and teachers at a public school in the region of Valparaíso (Chile) carried out an initiative to design and implement an educational sequence that, by including the use of the strategy video game Age of Empires in their activities, could mediate curricular learning in the subject areas of social science and mathematics. The application of this class design involved working with 78 students at K7 level, who made use of the video game in three ways: levelling, inquiry and evaluation. A descriptive case study methodology was used to compile and analyse data in order to identify and describe the sessions and the interaction types occurring in the relationship between peers, the role of the teacher and the contribution of the video game. The main results show, on the one hand, how important it is (i) for teachers to learn how to play, (ii) for them to take part in a co-operative forum to design new settings for learning, and on the other hand, (iii) the types of collaboration and co-operation emerging among students, and (iv) the opportunities offered by the video game to approach the facts of phenomena.
KW - Educational use of videogames
KW - Learning with videogames
KW - Videogames in school
UR - http://www.scopus.com/inward/record.url?scp=84938558785&partnerID=8YFLogxK
M3 - Chapter
AN - SCOPUS:84938558785
T3 - Proceedings of the European Conference on Games-based Learning
SP - 157
EP - 164
BT - 2nd European Conference on Games Based Learning, ECGBL 2008
A2 - Stansfield, Mark
A2 - Conolly, Thomas
PB - Dechema e.V.
Y2 - 16 October 2008 through 17 October 2008
ER -