Exploring adolescent's STEM learning through scaffolded game design

A. Games, L. Kane
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引用次数: 15

Abstract

This paper presents the findings of two case studies concentrating on the learning experiences of disadvantaged middle school children participating in The Science and Art of Game Design (SAGD) and Globaloria, learning environments intended to teach skills in Science, Technology, Engineering, and Mathematics, through educational game design within informal and school-based settings. In SAGD, youth are introduced to the STEM principles underlying modern computer games through a two-part curriculum that takes a reverse engineering approach to educational game design. It begins with Gamestar Mechanic, a web-based role-playing game that encourages students to think of games as systems made up of game-specific components and principles that are learned by playing games, repairing dysfunctional games, and creating new ones for sharing and critique in an online communities [1]. The second part encourages them to learn to use these design principles and apply them to solving of problems requiring computational thinking [2] within the design of games centered on STEM subjects using Microsoft Kodu, a Microsoft 3D game creation tool. Globaloria is a learning environment designed for middle school classrooms where students learn STEM concepts in the process of learning to design computer games using the Adobe Flash platform. Globaloria classrooms are designed around constructionist pedagogies, and feature a project-based curriculum supported by a framework of Web 2.0 technologies, and an online community of school classrooms, educators, and professional game designers. Using multimodal content and discourse analysis, the study examined the evolution of students' STEM learning and literacy in these two contexts, as a function of their changes in language use, design strategies, and game artifact production. Findings suggest that scaffolded game design can provide an effective context for students to develop deep understandings and engagement with STEM subjects, in forms valued within the 21st century workplace.
通过搭建游戏设计探索青少年的STEM学习
本文介绍了两个案例研究的结果,主要关注弱势中学生参加the Science and Art of Game Design (SAGD)和Globaloria的学习经历,这两个学习环境旨在通过非正式和学校环境中的教育游戏设计教授科学、技术、工程和数学技能。在SAGD中,通过两部分课程向青少年介绍现代电脑游戏的STEM原则,该课程采用逆向工程方法进行教育游戏设计。它从Gamestar Mechanic开始,这是一款基于网络的角色扮演游戏,鼓励学生将游戏视为由游戏特定组件和原则组成的系统,这些组件和原则是通过玩游戏、修复不正常的游戏以及创建新游戏来在在线社区中分享和批评[1]。第二部分鼓励他们学习使用这些设计原则,并在使用Microsoft Kodu (Microsoft 3D游戏创作工具)设计以STEM主题为中心的游戏时,将其应用于解决需要计算思维的问题[2]。Globaloria是一个专为中学课堂设计的学习环境,学生在学习使用Adobe Flash平台设计电脑游戏的过程中学习STEM概念。Globaloria教室是围绕建构主义教学法设计的,以项目为基础的课程为特色,由Web 2.0技术框架支持,以及由学校教室、教育工作者和专业游戏设计师组成的在线社区。利用多模态内容和话语分析,该研究考察了这两种情境下学生STEM学习和读写能力的演变,以及他们在语言使用、设计策略和游戏制品制作方面的变化。研究结果表明,脚手架式游戏设计可以为学生提供一个有效的环境,以21世纪工作场所所重视的形式,培养对STEM学科的深刻理解和参与。
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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