Using a computer game to teach circuit concepts

被引:2
作者
Kortemeyer, Gerd [1 ]
Anderson, Daniel [2 ]
Desrochers, Ann Marie [2 ]
Hackbardt, Amanda [2 ]
Hoekstra, Kelsie [2 ]
Holt, Alexander [2 ]
Iftekhar, Asif [2 ]
Kabaker, Tyler [2 ]
Keller, Nicole [2 ]
Korzecke, Zosha [2 ]
Gogonis, Angelos [2 ]
Manson, Quincy [2 ]
McNeill, George [2 ]
Mookerjee, Dev [2 ]
Nguyen, Sean [2 ]
Person, Benjamin [2 ]
Stafford, Madeline [2 ]
Takamoribraganca, Lucas [2 ]
Yu, Zeren [2 ]
Zeng, Fanjun [2 ]
Ratan, Rabindra [3 ]
机构
[1] Swiss Fed Inst Technol, Educ Dev & Technol LET, CH-8092 Zurich, Switzerland
[2] Michigan State Univ, E Lansing, MI 48825 USA
[3] Michigan State Univ, Dept Media & Informat, Coll Commun Arts & Sci, E Lansing, MI 48824 USA
关键词
electrical circuits; simulation; gamification; computer game; electrical current; electrical potential; INTRODUCTORY ELECTRICITY; CURRICULUM-DEVELOPMENT; VIDEO GAMES; PHYSICS; DIFFERENCE; EXAMPLE; GUIDE;
D O I
10.1088/1361-6404/ab2a1d
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
We describe the development and use of Kirchhoff's Revenge, a freely available computer game designed to teach circuit laws in introductory physics courses at the high-school and undergraduate level. In this case study, we describe design principles, effort involved in developing the game, as well as player experiences and feedback. We also report on concept-test results for time-independent scenarios (batteries, wires, and lightbulbs), where we find that conceptual learning gains from playing the game alone are similar to those from traditional instruction alone, but inferior to a combination of traditional instruction with investigative, physical laboratory experiments.
引用
收藏
页数:15
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