Using Mainstream Game to Teach Technology through an Interest Framework

This study validates a pedagogical framework, which integrates a mainstream game to teach the technology supporting that game. Technologies in learning games can engage students and make the learning contents interesting to them. However, technologies themselves are seldom the subject of learning in...

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Published inEducational technology & society Vol. 13; no. 2; pp. 141 - 152
Main Author Ting, Yu-Liang
Format Journal Article
LanguageEnglish
Published Palmerston North International Forum of Educational Technology & Society 01.04.2010
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ISSN1176-3647
1436-4522
1436-4522

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Abstract This study validates a pedagogical framework, which integrates a mainstream game to teach the technology supporting that game. Technologies in learning games can engage students and make the learning contents interesting to them. However, technologies themselves are seldom the subject of learning in the game they support. In addition, learning activities in a gaming context usually engage students temporarily in the subject. As soon as the game is over, students' desire for learning may cease. The framework tries to achieve the transition of students' interests from the initial interest motivated by the game to the later-developed cognitive and personal interests in the subject. Based on the framework, this study designs and experiments a practice to evaluate the proposed framework. Participants' subjective responses show their satisfaction about the practice of learning and developing interest of the subject matter. This study not only provides a dual aspect of game technology adoption for motivating students, but also proposes a pedagogical framework for students' lasting learning. It is expected to provide a new and valuable idea about the use of technologies and games in education.
AbstractList This study validates a pedagogical framework, which integrates a mainstream game to teach the technology supporting that game. Technologies in learning games can engage students and make the learning contents interesting to them. However, technologies themselves are seldom the subject of learning in the game they support. In addition, learning activities in a gaming context usually engage students temporarily in the subject. As soon as the game is over, students’ desire for learning may cease. The framework tries to achieve the transition of students’ interests from the initial interest motivated by the game to the later-developed cognitive and personal interests in the subject. Based on the framework, this study designs and experiments a practice to evaluate the proposed framework. Participants’ subjective responses show their satisfaction about the practice of learning and developing interest of the subject matter. This study not only provides a dual aspect of game technology adoption for motivating students, but also proposes a pedagogical framework for students’ lasting learning. It is expected to provide a new and valuable idea about the use of technologies and games in education.
This study validates a pedagogical framework, which integrates a mainstream game to teach the technology supporting that game. Technologies in learning games can engage students and make the learning contents interesting to them. However, technologies themselves are seldom the subject of learning in the game they support. In addition, learning activities in a gaming context usually engage students temporarily in the subject. As soon as the game is over, students' desire for learning may cease. The framework tries to achieve the transition of students' interests from the initial interest motivated by the game to the later-developed cognitive and personal interests in the subject. Based on the framework, this study designs and experiments a practice to evaluate the proposed framework. Participants' subjective responses show their satisfaction about the practice of learning and developing interest of the subject matter. This study not only provides a dual aspect of game technology adoption for motivating students, but also proposes a pedagogical framework for students' lasting learning. It is expected to provide a new and valuable idea about the use of technologies and games in education. (Contains 3 tables and 3 figures.)
This study validates a pedagogical framework, which integrates a mainstream game to teach the technology supporting that game. Technologies in learning games can engage students and make the learning contents interesting to them. However, technologies themselves are seldom the subject of learning in the game they support. In addition, learning activities in a gaming context usually engage students temporarily in the subject. As soon as the game is over, students' desire for learning may cease. The framework tries to achieve the transition of students' interests from the initial interest motivated by the game to the later-developed cognitive and personal interests in the subject. Based on the framework, this study designs and experiments a practice to evaluate the proposed framework. Participants' subjective responses show their satisfaction about the practice of learning and developing interest of the subject matter. This study not only provides a dual aspect of game technology adoption for motivating students, but also proposes a pedagogical framework for students' lasting learning. It is expected to provide a new and valuable idea about the use of technologies and games in education. Keywords Mainstream game, Interest framework, Game technology, Science teaching
Audience High Schools
Academic
Author Yu-Liang Ting
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2010. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the associated terms available at https://www.j-ets.net/ETS/guide.html
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SubjectTerms Cognitive Processes
Computer & video games
Computer Uses in Education
Educational activities
Educational aspects
Educational Technology
Emotional Response
Full Length Articles
Game Based Learning
Games
High School Students
Infrared radiation
Insulin resistance
Learner Engagement
Learning
Learning Activities
Learning motivation
Learning strategies
Management
Methods
Motivation in education
Pedagogy
Science learning
Sensors
Student Interests
Student Motivation
Students
Study and teaching
Teaching Methods
Technology
Technology utilization
Video games
Visible spectrum
Vocational Education
Title Using Mainstream Game to Teach Technology through an Interest Framework
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