Integrating a Serious Game Into Case-Based Learning

被引:9
作者
Addy, Tracie M. [1 ]
Dube, Derek [2 ]
Croft, Catherine [3 ,4 ,5 ]
Nardolilli, Jonathan O. [6 ]
Paynter, Orville C. [7 ]
Hutchings, Michelle L. [8 ]
Honsberger, Michael J. [9 ]
Reeves, Philip M. [10 ]
机构
[1] Yale Ctr Teaching & Learning, Fac Teaching Initiat, New Haven, CT USA
[2] Univ St Joseph, Hartford, CT USA
[3] Catlilli Games, Publ Knowledge STEM, Warrenton, VA USA
[4] Catlilli Games, Warrenton, VA USA
[5] Catlilli Games, Fauquier High School, Warrenton, VA USA
[6] Catlilli Games, Nysmith Sch Gifted, Warrenton, VA USA
[7] Catlilli Games, Warrenton, VA USA
[8] Yale Young Global Scholars, New Haven, CT USA
[9] Yale Sch Publ Hlth, New Haven, CT USA
[10] Yale Ctr Teaching & Learning, Educ Program Assessment, New Haven, CT USA
关键词
case-based learning; gaming; immunology; science; serious games;
D O I
10.1177/1046878118779416
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Background. Gaming can augment case-based learning (CBL) when students play the role of characters in the accompanying narrative and apply their knowledge.Aim. This article describes how an educational game was integrated into a CBL activity aimed to teach students the immunological basis behind how the Ebola virus evades the immune response. Method. The CBL activity and game were co-developed to align with learning objectives relative to basic immunology. The exercise was implemented during a rigorous summer enrichment program with US domestic and international high school students. Quasi-experimental and exploratory correlational research designs were employed to assess student engagement and learning gains, and relationships to various factors including game playing attributes and goal orientations. Results. Students found the CBL activity to be engaging and improve their understanding of the material. Comparison of pre-/post-test knowledge scores corroborated such findings. Increased student frequency of playing the game was associated with higher post-knowledge scores. Various student attributes were associated with increased learning and game play. Conclusions. Gaming integrated within case studies has the potential to enhance students' engagement and learning by allowing learners to explore challenging biological processes in a digital environment.
引用
收藏
页码:378 / 400
页数:23
相关论文
共 25 条
  • [1] Addy T.M., 2018, EBOLA WARS MISSION I
  • [2] Angeles C., 2017, ANTIBIOTIC RESISTANC
  • [3] Barrows H.S., 1996, NEW DIRECTIONS TEACH, V1, P3, DOI DOI 10.1002/TL.37219966804
  • [4] Case Study Teaching Method Improves Student Performance and Perceptions of Learning Gains
    Bonney, Kevin M.
    [J]. JOURNAL OF MICROBIOLOGY & BIOLOGY EDUCATION, 2015, 16 (01) : 21 - 28
  • [5] Is game-based learning better in flow experience and various types of cognitive load than non-game-based learning? Perspective from multimedia and media richness
    Chang, Chi-Cheng
    Liang, Chaoyun
    Chou, Pao-Nan
    Lin, Guan-You
    [J]. COMPUTERS IN HUMAN BEHAVIOR, 2017, 71 : 218 - 227
  • [6] The role of flow experience in cyber-game addiction
    Chou, TJ
    Ting, CC
    [J]. CYBERPSYCHOLOGY & BEHAVIOR, 2003, 6 (06): : 663 - 675
  • [7] A systematic literature review of empirical evidence on computer games and serious games
    Connolly, Thomas M.
    Boyle, Elizabeth A.
    MacArthur, Ewan
    Hainey, Thomas
    Boyle, James M.
    [J]. COMPUTERS & EDUCATION, 2012, 59 (02) : 661 - 686
  • [8] Csikszentmihalyi M., 2008, FLOW PSYCHOL OPTIMAL
  • [9] Deterding S., 2011, P 15 INT AC MINDTREK, P9, DOI [DOI 10.1145/2181037.2181040, 10.1145/2181037.2181040]
  • [10] Entertainment Software Association, 2015, ESS FACTS COMP VID G