Games in Innovation Education

Rikke Magnussen
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Abstract

This chapter examines the methodological challenges and perspectives of designing game-like scenarios for the implementation of innovation processes in school science education. It presents a design-based research study of a game-like innovation scenario designed for technology education for Danish public school students aged 13-15. Students play the role of company heads who develop intelligent music technology. This game-like learning environment was designed to develop innovation competencies through the simulation of a practical learning situation. The focus of the design was to include practices and tools from innovative professions and use game principles and elements to create a meaningful frame around the creative and innovative practices. This chapter describes the results of this design and discusses the perspective of games in innovation education in relation to the more recent trends in research of games designed for citizen science.
创新教育中的游戏
本章探讨了在学校科学教育中实施创新过程中设计游戏式场景的方法论挑战和观点。它提出了一个基于设计的研究性研究,为13-15岁丹麦公立学校学生的技术教育设计了一个类似游戏的创新场景。学生们扮演开发智能音乐技术的公司负责人。这个游戏式的学习环境旨在通过模拟实际的学习情况来培养创新能力。设计的重点是包含来自创新专业的实践和工具,并使用游戏原则和元素围绕创造性和创新性实践创造一个有意义的框架。本章描述了这一设计的结果,并讨论了游戏在创新教育中的前景,以及最近针对公民科学设计的游戏的研究趋势。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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