{"title":"将电子游戏场景融入课堂教学","authors":"Yu-Hong Lin","doi":"10.1109/ISITAE.2007.4409356","DOIUrl":null,"url":null,"abstract":"To engage students in learning, teachers have been trying their very effort to attract the eyeballs in classroom. Since the new generation is digital native, Digital Game-Based Learning (DGBL) is getting more attention in recent years. In this paper, guidelines are presented for teachers to integrate video games into class. According to the guidelines, we developed a preliminary design of mathematics lesson plan using the most popular game among children, Pokemon, for a second grade class of elementary school in Taiwan. The object is to minimize the effort and requirement to set up a situated learning environment. Observations showed that, in such arrangement, we could engage some students into the scenarios where math is applied.","PeriodicalId":332503,"journal":{"name":"2007 First IEEE International Symposium on Information Technologies and Applications in Education","volume":"18 33","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2007-12-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"15","resultStr":"{\"title\":\"Integrating Scenarios of Video Games into Classroom Instruction\",\"authors\":\"Yu-Hong Lin\",\"doi\":\"10.1109/ISITAE.2007.4409356\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"To engage students in learning, teachers have been trying their very effort to attract the eyeballs in classroom. Since the new generation is digital native, Digital Game-Based Learning (DGBL) is getting more attention in recent years. In this paper, guidelines are presented for teachers to integrate video games into class. According to the guidelines, we developed a preliminary design of mathematics lesson plan using the most popular game among children, Pokemon, for a second grade class of elementary school in Taiwan. The object is to minimize the effort and requirement to set up a situated learning environment. Observations showed that, in such arrangement, we could engage some students into the scenarios where math is applied.\",\"PeriodicalId\":332503,\"journal\":{\"name\":\"2007 First IEEE International Symposium on Information Technologies and Applications in Education\",\"volume\":\"18 33\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2007-12-26\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"15\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2007 First IEEE International Symposium on Information Technologies and Applications in Education\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ISITAE.2007.4409356\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2007 First IEEE International Symposium on Information Technologies and Applications in Education","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ISITAE.2007.4409356","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Integrating Scenarios of Video Games into Classroom Instruction
To engage students in learning, teachers have been trying their very effort to attract the eyeballs in classroom. Since the new generation is digital native, Digital Game-Based Learning (DGBL) is getting more attention in recent years. In this paper, guidelines are presented for teachers to integrate video games into class. According to the guidelines, we developed a preliminary design of mathematics lesson plan using the most popular game among children, Pokemon, for a second grade class of elementary school in Taiwan. The object is to minimize the effort and requirement to set up a situated learning environment. Observations showed that, in such arrangement, we could engage some students into the scenarios where math is applied.