{"title":"Educational environmental geoscience e-gaming to provide stimulating and effective learning","authors":"J. Pringle","doi":"10.11120/plan.2013.27010021","DOIUrl":null,"url":null,"abstract":"Abstract Current Higher Education students mostly comprise so-called Generation Y who have grown up with personal computer and e-gaming technologies. As such, they may respond positively to educational gaming as stimulating and effective complementary learning tools. This paper reports on evaluation of an environmental geoscience e-game developed with other complementary learning technologies for a final year option module for GEES-subject undergraduate students. The e-game was based on an author-published academic article. Semi-quantitative and qualitative evaluation evidences this was an effective approach and complemented more traditional educational learning methods, with a high level of student engagement, including, unexpectedly, with the academic article.","PeriodicalId":85255,"journal":{"name":"People & the planet","volume":"50 1","pages":"21 - 28"},"PeriodicalIF":0.0000,"publicationDate":"2013-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"16","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"People & the planet","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.11120/plan.2013.27010021","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 16
Abstract
Abstract Current Higher Education students mostly comprise so-called Generation Y who have grown up with personal computer and e-gaming technologies. As such, they may respond positively to educational gaming as stimulating and effective complementary learning tools. This paper reports on evaluation of an environmental geoscience e-game developed with other complementary learning technologies for a final year option module for GEES-subject undergraduate students. The e-game was based on an author-published academic article. Semi-quantitative and qualitative evaluation evidences this was an effective approach and complemented more traditional educational learning methods, with a high level of student engagement, including, unexpectedly, with the academic article.