A case study of educational computer game design by middle school students

2016 ◽  
Vol 64 (4) ◽  
pp. 555-571 ◽  
Author(s):  
Yun-Jo An
2000 ◽  
Vol 28 (3) ◽  
pp. 263-275 ◽  
Author(s):  
Glenn Gordon Smith ◽  
Barry Grant

The prospect of making computer games has often be used to “hook” students into learning programming or cognitive skills. There is, however, little research on using computer game design classes to teach computer skills. This article provides an answer to the question: Can a computer game design course employing the new generation of game authoring tools set middle school students on the path of learning a broad and sophisticated range of computer skills? The answer, based on the senior author's experiences teaching such a course eight times is, Yes. Students learned: an authoring system specifically designed for creating computer games; Windows 95 file management and other basic computer literacy skills; how to integrate outputs from several programs in one project—a form of computer literacy vital for multi-media designers; “if-then-else” logic; and rudimentary knowledge of programming with real-time events. Students also mastered a process for creating unique games and developed skills as autonomous learners.


2019 ◽  
Vol 8 (3) ◽  
pp. 1
Author(s):  
Abdullah Çağrı Biber ◽  
Abdulkadir Tuna ◽  
İbrahim Kepceoğlu ◽  
İbrahim Kepceoğlu

In this research, it is aimed to explore how students are able to define parallelogram and to establish relations withother quadrilaterals at each class level comparatively. Case study is chosen as the methodology of this study and theparticipants of the study are 120 middle school students from a state middle school in Turkey. Two open-endedquestions are used to gather data and the descriptive analysis is used. The results of the study show that the studentsdetermine parallelogram based on its typical image. Furthermore, students have not fully grasp the hierarchicalrelation between these special quadrilaterals in their minds.


2020 ◽  
Author(s):  
Giuliana D'Addezio ◽  
Valerio Lombardo ◽  
Stefania Conte ◽  
Anna De Santis

<p>Geophysics is the application of the laws and techniques of physics to disclose knowledge about the Earth’s dynamic processes and subsurface structure. It explores phenomena such as earthquakes, volcanoes, tsunamis to improve our understanding of the Earth’s physical processes. Effective mitigation of risks from catastrophic geophysics hazards requires knowledge and understanding of natural processes. Scientific divulgation deals with the communication of knowledge previously produced in scientific contexts to a non-expert massive audience.  One of the difficulties science divulgators need to overcome is to explain specific concepts, even complex, from a given discipline in a language simple and understandable, maintaining scientific correctness, and enhance skills, knowledge and competences of their interlocutors.</p><p>Considering that, nowadays, digital technologies play a large role in young people’s lives and games are directly connected to the life of adolescents, we realized an educational videogame to teach geophysics and Earth sciences to low and high-school students; an educational computer game, serious game, where electronic medium with all the characteristic of a gaming environment convey formative outcomes. The starting point is that technologies are systems of open possibilities that can be effectively integrated with innovative methods of education necessary to promote more effective, efficient, attractive and durable learning. In fact, the ardour and enthusiasm that digital games evoke in teenagers has brought many researchers, school leaders and teachers to the question “how video games” can be used to engage young people and support their learning.</p><p>A first stage of the project of Virtual Reality, "Journey inside the volcano", were presented at several scientific divulgative events, such as the ESA Living Planet Symposium, The National Geographic Festival delle Scienze, the September 29th INGV Open Day, involving more that a thousand users and receiving appreciation from the public. We present the serious game and the relate appreciation analysis based on guestbook comments compiled at the end of the experience. The comments reveal a great level of appreciation, involvements and emotions, and margins of improvement. The results foster us to improve the project developing other geophysical topics.</p>


2014 ◽  
Vol 5 (2) ◽  
pp. 641-650
Author(s):  
Dr. Abha Singh

This research explores an informal science program (ISP) in fulfilling the needs of talented and gifted middle school students. Specifically, it discusses the need of teachers’ continued professional development and the unique challenges and opportunities inherent in instructing gifted middle school students. It further focuses on characteristics of successful teaching strategies and methods for identifying and training teachers. The study uses a constructivist framework to examine teaching methods and suggests that constructivism is an appropriate method for instructing gifted middle school students.The research reflects the results of an embedded descriptive multiple case study of six teachers in the informal science program, an initiative to provide middle school students in rural midwestern states with opportunities for accelerated learning in science.


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