2009 · 10 citations · 5 references
EducationEducational TechnologySecondary EducationInstructional DesignInteractive MediaVirtual Reality In EducationGame-based LearningVideo Game StudiesVirtual ClassroomsVirtual WorldsEducational Games For ScienceGame-based Science LearningScience Learning GamesSecond-life Applications
Abstract: Educational video games are an effective medium for teaching in modern middle school classrooms. The Science and Technology Enrichment for Appalachian Middle-schoolers (STEAM) project at Ohio University has developed multiple computer games in Second Life to provide a more enjoyable learning experience. This paper is a report on development issues, effectiveness, and future suggestions for using Second Life in the classroom. Three games are discussed in detail to address development time issues, game components, costs and general game development in Second Life. After introducing these games, an analysis is given on the impact these educational games had on 7th and 8th grade middle school students. Next, a section is provided which contains suggestions for continued implementation of Second Life educational games in middle school classrooms. Finally, a conclusion section is devoted to discussing the effective use of Second Life educational games in modern classrooms.
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Amanda Lenhart · 2008 · 392 citations
Social Sciences, Sociology, Culture +11
Society for information technology & teacher education
Bernard Robin · 2000 · 73 citations
Anthony Lewis Brooks, Eva Petersson · 2007 · 28 citations · Full text
Arts, Design, Interaction Design +8