A3 Refereed book chapter or chapter in a compilation book
Pedagogy in Educational Simulations and Games
Authors: Koen Veermans, Tomi Jaakkola
Editors: Y Cai, W van Joolingen, Z Walker
Publication year: 2018
Book title : VR, Simulations and Serious Games for Education
Series title: Gaming Media and Social Effects
First page : 5
Last page: 14
ISBN: 978-981-13-2843-5
eISBN: 978-981-13-2844-2
ISSN: 2197-9685
DOI: https://doi.org/10.1007/978-981-13-2844-2_2(external)
Web address : https://link.springer.com/chapter/10.1007/978-981-13-2844-2_2(external)
Self-archived copy’s web address: https://research.utu.fi/converis/portal/detail/Publication/38310867(external)
Educational simulations and serious games hold great potential for
creating engaging and productive learning environments in science,
technology, engineering and mathematics (STEM) domains. In this paper,
we present and reflect on some of our research findings from a series of
studies on a computer simulation in the domain of electricity. These
studies used the same simulation with varying instructional designs and
over a range of grades. Interestingly, each design had a unique
influence on either student performance or student engagement, or both.
We hope our results can provide insight for designers producing
simulations (or, serious games) for education and for educators
utilizing these designs in practical settings.
Downloadable publication This is an electronic reprint of the original article. |