Exploring different technological platforms for supporting co-located collaborative games in the classroom
Abstract: Computer Supported Collaborative Learning is a pedagogical approach that can be used for deploying educational games in the classroom. However, there is no clear understanding as to which technological platforms are better suited for deploying co-located collaborative games, nor the genera...
| Published in: | Computers in Human Behavior Vol. 28; no. 4; pp. 1170 - 1178 |
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| Main Authors: | , , , , , |
| Format: | Article |
| Published: |
Elsevier B.V.
Jul2012
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| Subjects: | |
| Online Access: | View this record in EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ssf&AN=74662149&site=ehost-live header: @attributes: shortDbName: ssf uiTerm: 74662149 longDbName: Social Sciences Full Text (H.W. Wilson) uiTag: AN controlInfo: bkinfo: jinfo: jid: 07475632 JC4 jtl: Computers in Human Behavior issn: 07475632 maglogo: N pubinfo: dt: Jul2012 vid: 28 iid: 4 pid: 2410 pub: Elsevier B.V. artinfo: ui: 74662149 10.1016/j.chb.2012.01.027 ppf: 1170 ppct: 8 formats: tig: atl: Exploring different technological platforms for supporting co-located collaborative games in the classroom aug: au: Echeverría, Alejandro Améstica, Matías Gil, Francisca Nussbaum, Miguel Barrios, Enrique Leclerc, Sandra affil: Pontificia Universidad Católica de Chile, Department of Computer Science, Chile su: Game theory Classroom environment Gender differences in education Educational technology Virtual reality Computer assisted instruction Games Interprofessional relations Teaching methods Computers in education Educational games Electrostatics Electricity Mice (Computers) sug: subj: Game theory Classroom environment Gender differences in education Educational technology Virtual reality Computer assisted instruction Games Interprofessional relations Teaching methods Hobby, Toy, and Game Stores Toy and Hobby Goods and Supplies Merchant Wholesalers Doll, Toy, and Game Manufacturing Computer Terminal and Other Computer Peripheral Equipment Manufacturing Computer and peripheral equipment manufacturing Computers in education Educational games Electrostatics Electricity Mice (Computers) keyword: Augmented reality Collaborative learning Learning games Augmented reality Collaborative learning Learning games ab: Abstract: Computer Supported Collaborative Learning is a pedagogical approach that can be used for deploying educational games in the classroom. However, there is no clear understanding as to which technological platforms are better suited for deploying co-located collaborative games, nor the general affordances that are required. In this work we explore two different technological platforms for developing collaborative games in the classroom: one based on augmented reality technology and the other based on multiple-mice technology. In both cases, the same game was introduced to teach electrostatics and the results were compared experimentally using a real class. The results of our experimental work showed that students significantly increased their conceptual understanding of electrostatics with both platforms. However, there were some important differences between platforms. While in the multiple-mice platform there were no gender differences, in the augmented reality platform boys significantly outperformed girls. In addition, the augmented reality platform was considerably more costly to deploy in a real world setting than the multiple-mice platform. These results suggest that, when co-located collaborative games are designed, careful consideration must be taken when selecting the technology to be used, something which can have effects that go beyond the effects of the games themselves. pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: N holdings: @attributes: islocal: N |
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