Publication | Closed Access
Educational games for improving the teaching-learning process of a CLIL subject: Physics and chemistry in secondary education
30
Citations
5
References
2014
Year
Unknown Venue
Inquiry-based LearningScience EducationEducational GamesEducationAnalogue GamesLearning In GamesInstructional ModelsTeaching MethodElementary EducationInteractive LearningStudent LearningClil SubjectLearning PsychologyMicrosoft ExcelTeaching PracticesEducational GameGame DesignHot PotatoesTeaching-learning ProcessLearning SciencesGame StudiesClassroom InstructionGame StudyDigital Game-based LearningMiddle School CurriculumArtsDigital Learning
The use of educational games in an academic context seems to be a superb alternative to traditional learning activities, such as drill-type exercises, in order to engage 21 <sup xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">st</sup> -century students. Consequently, this work tries to raise the following objectives: analyze the effectiveness of game-based learning, characterize game elements that may contribute to create playing experiences, comprehend how different player types interact with games and, finally, design interactive games which may create challenges, set goals and provide feedback on progress while motivating learners to study physics and chemistry in a foreign language in the second cycle of Secondary Education (4 <sup xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">th</sup> E.S.O. that corresponds to the age of 15-16 years old). Specifically, we have used several Web 2.0 tools (Hot Potatoes, Scratch, What2Learn and SMART Notebook 11) and applications (Microsoft PowerPoint and Microsoft Excel) in order to create the games; and these games are based on the successive contents: laboratory safety, laboratory equipment, stoichiometry, atomic structure, electronic configuration, the periodic table, forces, motion and energy.
| Year | Citations | |
|---|---|---|
Page 1
Page 1