An investigation of the artifacts and process of constructing computers games about environmental science in a fifth grade classroom View Full Text


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Article Info

DATE

2011-02-07

AUTHORS

Ahmet Baytak, Susan M. Land

ABSTRACT

This study employed a case study design (Yin, Case study research, design and methods, 2009) to investigate the processes used by 5th graders to design and develop computer games within the context of their environmental science unit, using the theoretical framework of constructionism. Ten fifth graders designed computer games using Scratch software. The results showed students were able to design functional games, following a learning-by-design process of planning, designing, testing, and sharing. Observations revealed that game design led to opportunities for informal knowledge building and sharing among students. This, in turn, encouraged students to test and improve their designs. The findings support the conclusion that elementary students can develop programming concepts and create computer games when using graphical programming software developed for their level of experience. Insights into the iterative process of learning-by-game design are presented. More... »

PAGES

765-782

References to SciGraph publications

  • 2006-09-27. Socio-cognitive dynamics of knowledge building in the work of 9- and 10-year-olds in EDUCATIONAL TECHNOLOGY RESEARCH AND DEVELOPMENT
  • 2005-06. Engaging by design: How engagement strategies in popular computer and video games can inform instructional design in EDUCATIONAL TECHNOLOGY RESEARCH AND DEVELOPMENT
  • 2005-03. Making learning fun: Quest Atlantis, a game without guns in EDUCATIONAL TECHNOLOGY RESEARCH AND DEVELOPMENT
  • 2003-09. Making Constructionism Work in the Classroom in TECHNOLOGY, KNOWLEDGE AND LEARNING
  • 2000-03. Project-based learning with the world wide web: A qualitative study of resource integration in EDUCATIONAL TECHNOLOGY RESEARCH AND DEVELOPMENT
  • 2005-09. From users to designers: Building a self-organizing game-based learning environment in TECHTRENDS
  • 2009-03-27. Re-examining cognition during student-centered, Web-based learning in EDUCATIONAL TECHNOLOGY RESEARCH AND DEVELOPMENT
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    URI

    http://scigraph.springernature.com/pub.10.1007/s11423-010-9184-z

    DOI

    http://dx.doi.org/10.1007/s11423-010-9184-z

    DIMENSIONS

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