Pedagogy in Educational Simulations and Games

dc.contributor.authorKoen Veermans
dc.contributor.authorTomi Jaakkola
dc.contributor.organizationfi=opettajankoulutuslaitos (Turku)|en=Department of Teacher Education (Turku)|
dc.contributor.organization-code1.2.246.10.2458963.20.17986072860
dc.contributor.organization-code2604201
dc.converis.publication-id38310867
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/38310867
dc.date.accessioned2022-10-27T12:17:30Z
dc.date.available2022-10-27T12:17:30Z
dc.description.abstract<p>Educational simulations and serious games hold great potential for creating engaging and productive learning environments in science, technology, engineering and mathematics (STEM) domains. In this paper, we present and reflect on some of our research findings from a series of studies on a computer simulation in the domain of electricity. These studies used the same simulation with varying instructional designs and over a range of grades. Interestingly, each design had a unique influence on either student performance or student engagement, or both. We hope our results can provide insight for designers producing simulations (or, serious games) for education and for educators utilizing these designs in practical settings.<br /></p>
dc.format.pagerange14
dc.format.pagerange5
dc.identifier.eisbn978-981-13-2844-2
dc.identifier.isbn978-981-13-2843-5
dc.identifier.issn2197-9685
dc.identifier.olddbid174500
dc.identifier.oldhandle10024/157594
dc.identifier.urihttps://www.utupub.fi/handle/11111/34356
dc.identifier.urlhttps://link.springer.com/chapter/10.1007/978-981-13-2844-2_2
dc.identifier.urnURN:NBN:fi-fe2021042823001
dc.language.isoen
dc.okm.affiliatedauthorVeermans, Koen
dc.okm.affiliatedauthorJaakkola, Tomi
dc.okm.discipline516 Educational sciencesen_GB
dc.okm.discipline516 Kasvatustieteetfi_FI
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA3 Book
dc.publisherSpringer
dc.publisher.countrySingaporeen_GB
dc.publisher.countrySingaporefi_FI
dc.publisher.country-codeSG
dc.publisher.isbn978-81-322;978-3-540;978-3-642;978-3-662;978-3-7908;978-3-8274;978-3-8347;978-90-481;978-94-007;978-94-009;978-94-010;978-94-011;978-94-015;978-94-017;978-94-024;978-0-387;978-0-8176;978-1-4419;978-1-4612;978-1-4613;978-1-4614;978-1-4615;978-1-4684;978-1-4757;978-1-4899;978-1-4939;978-1-5041;978-3-319;978-1-4020;978-0-85729;978-1-4471;978-1-84628;978-1-84800;978-1-84882;978-1-84996;978-1-85233;978-3-211;978-3-7091;978-4-431;978-3-322;978-3-409;978-3-531;978-3-658;978-3-663;978-3-8100;978-981-287;978-981-10;978-981-13;978-3-030;978-981-32;978-981-15;978-981-16;978-981-329;978-981-334;978-981-336;978-3-031;978-981-19;
dc.relation.doi10.1007/978-981-13-2844-2_2
dc.relation.ispartofseriesGaming Media and Social Effects
dc.source.identifierhttps://www.utupub.fi/handle/10024/157594
dc.titlePedagogy in Educational Simulations and Games
dc.title.bookVR, Simulations and Serious Games for Education
dc.year.issued2018

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