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...
| Publicado en: | Journal of Computer Assisted Learning Vol. 27; no. 5; pp. 424 - 440 |
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| Formato: | pictorial research tables/charts Journal Article |
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Wiley-Blackwell
Oct2011
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| 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 |
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