TY - JOUR
T1 - STEAMing the ships for the great voyage
T2 - Design and evaluation of a technology-integrated maker game
AU - Shih, Ju Ling
AU - Huang, Shu Hsien
AU - Lin, Chang Hsin
AU - Tseng, Chia Chun
PY - 2017
Y1 - 2017
N2 - This study presents an interdisciplinary learning model that puts students in a historical context, in which they have to apply their knowledge of history, geography, math, physics, mechanics and natural sciences to achieve the goal of the game. In the learning scenario, students' critical thinking, creative thinking, computational thinking, and problem-solving abilities, as well as cooperative and competitive gaming strategies are used and enhanced. From the research results, it is evident that the "Maker Game for Great Voyage" has succeeded in the instructional design of technology-integrated game-based learning with STEAM and maker, and with the rich historical context of the Age of Discovery. Also, from pre-test and post-test evaluations and questionnaires, this research looks into students' learning effectiveness; and through qualitative research methods, students' group cooperative styles and competitive gaming strategies are analyzed in terms of students' personality traits.
AB - This study presents an interdisciplinary learning model that puts students in a historical context, in which they have to apply their knowledge of history, geography, math, physics, mechanics and natural sciences to achieve the goal of the game. In the learning scenario, students' critical thinking, creative thinking, computational thinking, and problem-solving abilities, as well as cooperative and competitive gaming strategies are used and enhanced. From the research results, it is evident that the "Maker Game for Great Voyage" has succeeded in the instructional design of technology-integrated game-based learning with STEAM and maker, and with the rich historical context of the Age of Discovery. Also, from pre-test and post-test evaluations and questionnaires, this research looks into students' learning effectiveness; and through qualitative research methods, students' group cooperative styles and competitive gaming strategies are analyzed in terms of students' personality traits.
KW - Game-based learning
KW - Great voyage
KW - Interdisciplinary learning
KW - Maker
KW - Personality traits
KW - STEAM
UR - http://www.scopus.com/inward/record.url?scp=85040721155&partnerID=8YFLogxK
M3 - 期刊論文
AN - SCOPUS:85040721155
SN - 1826-9745
SP - 61
EP - 87
JO - Interaction Design and Architecture(s)
JF - Interaction Design and Architecture(s)
IS - 34
ER -