The design and evaluation of a STEM interdisciplinary game-based learning about the great voyage

Shu Hsien Huang, Chia Chun Tseng, Ju Ling Shih

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

In recent year, STEM education has been widely practiced with computational thinking since it encourages students to be immersed in the problem-solving process which also requires interdisciplinary knowledge. This study presented a 21-hour game-based learning course in the context of Great Voyage with the integration of STEM and robots, called <STEM Port>. Students programmed the robots to play the classroom-size spice-trading game. The results show that students can effectively learn to use programming block editor to control mBot in this course. From the course evaluation and learning motivation survey, it is shown that students are highly motivated to learn knowledge and skills in different fields including science, technology, engineering, and math, and can show significant improvements in all these subject areas.

Original languageEnglish
Title of host publicationICCE 2017 - 25th International Conference on Computers in Education
Subtitle of host publicationTechnology and Innovation: Computer-Based Educational Systems for the 21st Century, Workshop Proceedings
EditorsYusuke Hayashi, Thepchai Supnithi, Moffat Mathews, Su Luan Wong, Ahmad Fauzi Mohd Ayub, Antonija Mitrovic, Wenli Chen, Jie-Chi Yang
PublisherAsia-Pacific Society for Computers in Education
Pages546-554
Number of pages9
ISBN (Print)9789869401227
StatePublished - 2017
Event25th International Conference on Computers in Education: Technology and Innovation: Computer-Based Educational Systems for the 21st Century, ICCE 2017 - Christchurch, New Zealand
Duration: 4 Dec 20178 Dec 2017

Publication series

NameICCE 2017 - 25th International Conference on Computers in Education: Technology and Innovation: Computer-Based Educational Systems for the 21st Century, Workshop Proceedings

Conference

Conference25th International Conference on Computers in Education: Technology and Innovation: Computer-Based Educational Systems for the 21st Century, ICCE 2017
Country/TerritoryNew Zealand
CityChristchurch
Period4/12/178/12/17

Keywords

  • Computational thinking
  • Game-based learning
  • Great voyage
  • MBot
  • STEM

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