A3 Refereed book chapter or chapter in a compilation book

Pedagogy in Educational Simulations and Games




AuthorsKoen Veermans, Tomi Jaakkola

EditorsY Cai, W van Joolingen, Z Walker

Publication year2018

Book title VR, Simulations and Serious Games for Education

Series titleGaming Media and Social Effects

First page 5

Last page14

ISBN978-981-13-2843-5

eISBN978-981-13-2844-2

ISSN2197-9685

DOIhttps://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 addresshttps://research.utu.fi/converis/portal/detail/Publication/38310867(external)


Abstract

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.
This reprint may differ from the original in pagination and typographic detail. Please cite the original version.





Last updated on 2024-26-11 at 16:32