Abstract

Teachers face many difficulties in the motivation, engagement, and improvement of learning outcomes for students in Science, Technology, Engineering, and Mathematics (STEM). In this paper, we present a research study on the learning experience of a new interactive educational 3D video game called Final Frontier, designed for primary school students. This game supports student knowledge acquisition on two Solar System planets Mercury and Venus, and a satellite - Moon through direct experience, interactive challenges and fun. This article compares the learning impact of the computer game-based learning approach with a classic teacher-based learning approach. User experience with the game and game usability are also evaluated. A case study that involved 53 children was conducted for the evaluation. Among the most important findings, include the facts that the experimental group that used the game in their learning activity have performed much better than the control group and the students had a great learning experience when using the Final Frontier game.

Highlights

  • Technology Enhanced Learning (TEL) refers to the use of technologies to facilitate students’ acquisition of skills or knowledge with the help of teachers or learning support tools (Aleven, Stahl, Schworm, Fischer, & Wallace, 2003)

  • The experimental group was taught using the Final Frontier game, while the control group was taught in a traditional manner, where the teacher explained in the class the concepts related to the Solar System

  • This study addresses the problem of motivating and engaging students on one hand and improving learning experience for students studying STEM subjects

Read more

Summary

Introduction

Technology Enhanced Learning (TEL) refers to the use of technologies to facilitate students’ acquisition of skills or knowledge with the help of teachers or learning support tools (Aleven, Stahl, Schworm, Fischer, & Wallace, 2003). Regardless of the level targeted, a new 21st century STEM teaching and learning paradigm has to be employed for improved results. This paradigm needs to replace the old approach in which the educator is viewed as the only source of all the knowledge, everyone learns the same way, the class is the only place where knowledge disseminates and the course is the only way in which knowledge is transmitted. Computer games have an important role in increasing student’s motivation, engagement and self-efficiency This is why we propose to develop a computer game-based learning to be employed in this field. We believe that the use of the game will create engaging classrooms in STEM subjects, demystify the preconceived idea among students that science and technologies are difficult subjects and improve learning outcome and increase student motivation and engagement

Methods
Results
Conclusion
Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.