Using Cultural-Historical Activity Theory to design and evaluate an educational game in science education.

The aim of this paper is to describe a methodology for using Cultural-Historical Activity Theory (CHAT) at the initial stages of the design process of an educational game, by exploring how the theory can be used as a framework for producing not only usable but also useful computer tools. The researc...

Descripción completa

Detalles Bibliográficos
Publicado en:Journal of Computer Assisted Learning Vol. 27; no. 5; pp. 424 - 440
Autor principal: Lazarou, D.
Formato: pictorial research tables/charts Journal Article
Publicado: Wiley-Blackwell Oct2011
Acceso en línea:Ver este registro en EBSCOhost
fields @attributes:
  recordID: 1
pdfLink:
plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=104685155&site=ehost-live
header:
  @attributes:
    shortDbName: ccm
    uiTerm: 104685155
    longDbName: CINAHL Complete
    uiTag: AN
  controlInfo:
    bkinfo:
    dissinfo:
    jinfo:
      jid:
        02664909
        6M1
      jtl: Journal of Computer Assisted Learning
      issn: 02664909
      maglogo: Y
    pubinfo:
      dt: Oct2011
      vid: 27
      iid: 5
      pid: 480
      pub: Wiley-Blackwell
      place: Malden, Massachusetts
    artinfo:
      ui:
        104685155
        65381984
        10.1111/j.1365-2729.2011.00410.x
        104685155
      ppf: 424
      ppct: 16
      formats:
      tig:
        atl: Using Cultural-Historical Activity Theory to design and evaluate an educational game in science education.
      aug:
        au: Lazarou, D.
        affil: Graduate School of Education, University of Bristol, Bristol, UK
      sug:
        subj:
          Learning Methods
          Learning Theory
          Computer Simulation Utilization
          Games Education
          Science Education
          Human
          Models, Educational
          Outcomes of Education
          Air Ionization
          Equipment Design
          Teaching Methods
          Semi-Structured Interview
          Audiorecording
          Qualitative Studies
          Student Attitudes
          Male
          Female
          Child
          United Kingdom
          Child: 6-12 years
          Male
          Female
      ab: The aim of this paper is to describe a methodology for using Cultural-Historical Activity Theory (CHAT) at the initial stages of the design process of an educational game, by exploring how the theory can be used as a framework for producing not only usable but also useful computer tools. The research also aimed to investigate how the theory could be used for designing computer tools for learning science. Although CHAT and specifically the concepts of 'activity system' and 'contradictions' were used as the basis for the design and development of the educational game, subsidiary design guidelines also contributed significantly to this process. These derived from the research fields of Human Computer Interaction and Science Education and from students' everyday experiences when playing video games at home. The educational game produced was concerned with the teaching and learning of 'Expansion and Contraction of Air' in primary science, a subject that existing research suggests is conceptually difficult for students. As far as the main outcomes of the study are concerned, it was revealed through the implementation of the game that contradictions could be adequately resolved, while stakeholders' needs and motives could be appropriately addressed.
      pubtype: Academic Journal
      doctype:
        pictorial
        research
        tables/charts
        Journal Article
      ougenre: Article
    language: English
    refInfo:
    holdings:
      @attributes:
        islocal: N