TY - GEN
T1 - The use of videogames to mediate curricular learning
AU - Gros, Begoña
AU - Garrido, José M.
PY - 2008
Y1 - 2008
N2 - A multidisciplinary university team (Chilean-Spanish) and teachers at a 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 cooperation 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 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 cooperation emerging among students, and (iv) the opportunities offered by the video game to approach the facts of phenomena.
UR - http://www.scopus.com/inward/record.url?scp=67549107024&partnerID=8YFLogxK
U2 - 10.1109/DIGITEL.2008.7
DO - 10.1109/DIGITEL.2008.7
M3 - Conference contribution
AN - SCOPUS:67549107024
SN - 9780769534091
T3 - Proceedings - 2nd IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, DIGITEL 2008
SP - 170
EP - 176
BT - Proceedings - 2nd IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, DIGITEL 2008
T2 - 2nd IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, DIGITEL 2008
Y2 - 17 November 2008 through 19 November 2008
ER -