GAME-BASED LEARNING IN PRIMARY SCIENCE AND SOCIAL STUDIES

2021 ◽  
Author(s):  
Alena Letina
2020 ◽  
Vol 15 (6) ◽  
pp. 1422-1438
Author(s):  
Seval Orak ◽  
Adem Çilek ◽  
Ferah Güçlü Yilmaz

One of the greatest goals of the 21st century is the acquisition of high-level skills through the STEM course designs to provide skill-assisted transformation in learning processes. The purpose of this research; The aim of this course is to examine the views of teachers about STEM course designs supported by traditional Turkish games adapted to primary school social studies course. Each teacher who participated in the research was able to videotape all his practices and fill out the observation forms. Through the obtained data, it was shared with the teachers whether the achievements of the course were realized or not. After these practices, the opinions of the teachers towards the research were obtained through a semi-structured interview form. Descriptive analysis technique was applied on the collected data. According to the findings obtained at the end of the study, it was stated by the participants that their students developed a significant sense in cognitive, affective and psychomotor aspects.   Keywords: Design, Senior Skill, 2023 Vision Document, Traditional Games, Game Based Learning;  


2022 ◽  
pp. 864-883
Author(s):  
Polona Jančič Hegediš ◽  
Vlasta Hus

This chapter presents the implementation of games in teaching social studies in primary schools. In Slovenia, social studies lessons combine educational goals from the fields of geography, sociology, history, ethnology, psychology, economy, politics, ethics, and ecology with the national curriculum based on the constructivist approach. Game-based learning enables an optimal learning environment for students. This chapter researches games in social studies. Results show teachers rarely use didactic games in social studies and that games are most commonly used at the beginning of lessons to achieve greater motivation and concentration of students and for more diversified classes. Most respondents' students like game-based learning in social studies and also estimate that games are not played often enough.


2016 ◽  
Vol 24 (3) ◽  
pp. 205-209 ◽  
Author(s):  
Juan Li

Purpose This article aims to better understand game-based learning teaching practices through an interview with Zack Gilbert, a 6th grade teacher who is incorporating video games Civilization IV (Civ) and Minecraft into his social studies classroom. Design/methodology/approach This article is based on an interview with Zack Gilbert, regarding his practices and ideas toward using video games to facilitate learning. Findings In this interview, he shared his journey exploring teaching practices and experiences applying Civ and Minecraft to social studies class, which may serve as an example for other teachers. Originality/value The pioneering and successful experiences of Zack Gilbert may offer an example or insights for other teachers who intend to incorporate video games into their classrooms.


Author(s):  
Polona Jančič Hegediš ◽  
Vlasta Hus

This chapter presents the implementation of games in teaching social studies in primary schools. In Slovenia, social studies lessons combine educational goals from the fields of geography, sociology, history, ethnology, psychology, economy, politics, ethics, and ecology with the national curriculum based on the constructivist approach. Game-based learning enables an optimal learning environment for students. This chapter researches games in social studies. Results show teachers rarely use didactic games in social studies and that games are most commonly used at the beginning of lessons to achieve greater motivation and concentration of students and for more diversified classes. Most respondents' students like game-based learning in social studies and also estimate that games are not played often enough.


Author(s):  
Susan Gwee ◽  
Yam San Chee ◽  
Ek Ming Tan

This paper investigates whether there are gender differences in gameplay time and learning outcomes in a social studies mobile game-based curriculum. Seventeen boys and 24 girls from a ninth-grade class in Singapore used a mobile learning game Statecraft X to enact governorship in the game world. The data suggest that boys spent significantly more time playing Statecraft X than girls. However, there were no significant gender differences in their scores in an essay question assessing their learning about governorship in terms of criteria of relevance of content, perspective, and personal voice. There was also no significant correlation between gameplay time and relevance of content, perspective, and personal voice scores. Thus, higher engagement in gameplay alone does not necessarily lead to higher-order learning outcomes. This paper discusses the factors giving rise to these results.


2011 ◽  
Vol 3 (4) ◽  
pp. 19-37 ◽  
Author(s):  
Susan Gwee ◽  
Yam San Chee ◽  
Ek Ming Tan

This paper investigates whether there are gender differences in gameplay time and learning outcomes in a social studies mobile game-based curriculum. Seventeen boys and 24 girls from a ninth-grade class in Singapore used a mobile learning game Statecraft X to enact governorship in the game world. The data suggest that boys spent significantly more time playing Statecraft X than girls. However, there were no significant gender differences in their scores in an essay question assessing their learning about governorship in terms of criteria of relevance of content, perspective, and personal voice. There was also no significant correlation between gameplay time and relevance of content, perspective, and personal voice scores. Thus, higher engagement in gameplay alone does not necessarily lead to higher-order learning outcomes. This paper discusses the factors giving rise to these results.


2018 ◽  
Vol 8 (2) ◽  
pp. 68-79 ◽  
Author(s):  
Polona Jančič ◽  
Vlasta Hus

Social studies is a class students encounter in the fourth and fifth grades of primary school in Slovenia. It includes goals from the fields of geography, sociology, history, ethnology, psychology, economy, politics, ethics, aesthetics, and ecology. Among other didactic recommendations in the national curriculum for teaching, social studies include experiential learning with games. Game-based learning enables an optimal learning environment for students. The purpose of this article is to examine representation of games in social studies in primary school. The research sample consisted of 290 students of the fourth and fifth grade, 177 teachers teaching fourth and fifth grade, and 56 observed social studies lessons. Results showed that teachers rarely use didactic games in social studies. Results show that teachers rarely use game-based learning in teaching social science. Depending on the type of a game, the most commonly used one is a role-playing game. Most respondents' students like game-based learning in social studies and also estimate games are not played often enough in social studies.


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