TY - CHAP
T1 - Designing serious educational games (segs) for learning biology
T2 - Pre-service teachers’ experiences and reflections
AU - Cheng, Meng Tzu
AU - Wu, Ying Tien
N1 - Publisher Copyright:
© Springer International Publishing Switzerland 2016.
PY - 2016
Y1 - 2016
N2 - Using video games to support science learning has gradually grabbed much attention of educators and researchers and evidence shows that its positive impact on science learning seems promising. However, most of the available evidence always focuses on students’ learning through serious educational game (SEG) play, research that emphasizes pre- and in-service teachers’ perceptions and implementations of using SEG or their professional development through designing an SEG is still lacking. People, especially teachers, always consider creating a game-based learning environment to be expensive and arduous, which makes it become more challenging and difficult for them to integrate SEGs into science classrooms. Therefore, we delivered a 4-month curriculum for 12 students who are enrolled in teacher program. In this class, students learned Adobe FlashTM and programming of ActionScript 3.0 and were asked to really develop an SEG by their own. They were required to present their whole game idea and script in the midterm and demonstrate their game in the final. Data that focused on their professional development was collected via 3 interviews (at the beginning, middle and end of the semester). This chapter consisted of three sections. The first section briefly discussed the theoretical framework underpinning this study. Then, a brief introduction of the details of the curriculum including how it was designed and implemented was provided. Finally, the major part of this chapter particularly reported the obtained results about the professional development of these pre-service teachers who completed the curriculum and finished designing their own SEGs.
AB - Using video games to support science learning has gradually grabbed much attention of educators and researchers and evidence shows that its positive impact on science learning seems promising. However, most of the available evidence always focuses on students’ learning through serious educational game (SEG) play, research that emphasizes pre- and in-service teachers’ perceptions and implementations of using SEG or their professional development through designing an SEG is still lacking. People, especially teachers, always consider creating a game-based learning environment to be expensive and arduous, which makes it become more challenging and difficult for them to integrate SEGs into science classrooms. Therefore, we delivered a 4-month curriculum for 12 students who are enrolled in teacher program. In this class, students learned Adobe FlashTM and programming of ActionScript 3.0 and were asked to really develop an SEG by their own. They were required to present their whole game idea and script in the midterm and demonstrate their game in the final. Data that focused on their professional development was collected via 3 interviews (at the beginning, middle and end of the semester). This chapter consisted of three sections. The first section briefly discussed the theoretical framework underpinning this study. Then, a brief introduction of the details of the curriculum including how it was designed and implemented was provided. Finally, the major part of this chapter particularly reported the obtained results about the professional development of these pre-service teachers who completed the curriculum and finished designing their own SEGs.
KW - Educational Game
KW - Information Communication Technology
KW - Pedagogical Content Knowledge
KW - Teacher Education Program
KW - Teacher Preparation Program
UR - http://www.scopus.com/inward/record.url?scp=85100849829&partnerID=8YFLogxK
U2 - 10.1007/978-3-319-16399-4_8
DO - 10.1007/978-3-319-16399-4_8
M3 - 篇章
AN - SCOPUS:85100849829
T3 - Contemporary Trends and Issues in Science Education
SP - 187
EP - 213
BT - Contemporary Trends and Issues in Science Education
PB - Springer Science and Business Media B.V.
ER -