Formative Research for STEM Educational Games Lessons From the Children's Television Workshop

被引:13
作者
Sherry, John L. [1 ]
机构
[1] Michigan State Univ, Dept Commun, E Lansing, MI 48840 USA
来源
ZEITSCHRIFT FUR PSYCHOLOGIE-JOURNAL OF PSYCHOLOGY | 2013年 / 221卷 / 02期
关键词
educational media; video games; Children's Television Workshop; formative research; VIDEO GAMES; SESAME STREET; SELECTIVE ATTENTION; PLAY; PERFORMANCE; EXPERTISE; MOVEMENT; CONTEXT; GIRLS; BOYS;
D O I
10.1027/2151-2604/a000134
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
Millions in taxpayer and foundation euros and dollars have been spent building and testing educational video games, games for health, and serious games. What have been the fruits of this frenzy of activity? What educational video game has had the reach and impact of Sesame Street or Blues Clues television shows? By comparison, the Children's Television Workshop (CTW) managed to get Sesame Street off the ground within a couple of years, writing the basic scientific literature on educational media design in the process. Not only is Sesame Street well known and proven, it laid the basis for every effective educational show to follow. This article explores the differences between the CTW scientific approach to educational media production and the mostly nonscientific approach consuming so many resources in the educational games, games for health, and serious games movements. Fundamental scientific questions that remain unanswered are outlined.
引用
收藏
页码:90 / 97
页数:8
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