This paper will focus on the development of educational games for 8th grade science students at Alexander Middle School using the virtual environment, Second Life. The work is conducted under a National Science Foundation (NSF) grant which aims to improve learning in Appalachian Ohio middle school science classes through computer games created by graduate students at Ohio University. The two games that will be discussed in this paper are The Sugar and Water Solubility Experiment and Rafting Adventures. The development of the games along with the advantages and disadvantages of using them in class will be presented in this paper. Educational Second Life Games 3 Using Second Life to Create Educational Games for Middle School Science Student...
This design case describes the work involved in developing a digital game-based learning environment...
This session discusses incorporating game-based learning into the secondary and post secondary class...
Raising awareness of energy issues to high school students using traditional teaching methods can be...
Abstract: Educational video games are an effective medium for teaching in modern middle school class...
Using games created within Second Life to teach science content excites middle school students like ...
Part of the Volume on the Ecology of Games: Connecting Youth, Games, and LearningWhile virtual world...
It is estimated that our children, before they leave college, will spend 10000 hours playing video g...
A virtual world is a computer based environment, typically in three dimensions, where a person can i...
Previous studies show that online virtual worlds can contribute to the social aspects of distance le...
Virtual worlds are rapidly spreading beyond gaming and entertainment into education and the corporat...
This paper presents a categorisation of science game formats in relation to the educational possibil...
Second Life is an online 3D virtual environment that offers interesting potential for use in educati...
This chapter proposes that the use of virtual worlds for science education is warranted and fits wel...
Περιέχει το πλήρες κείμενοThe new generation of learners in today's schools is accustomed to a digit...
This paper describes an immersive 3D multimedia-learning environment, Alien Rescue, which uses a ga...
This design case describes the work involved in developing a digital game-based learning environment...
This session discusses incorporating game-based learning into the secondary and post secondary class...
Raising awareness of energy issues to high school students using traditional teaching methods can be...
Abstract: Educational video games are an effective medium for teaching in modern middle school class...
Using games created within Second Life to teach science content excites middle school students like ...
Part of the Volume on the Ecology of Games: Connecting Youth, Games, and LearningWhile virtual world...
It is estimated that our children, before they leave college, will spend 10000 hours playing video g...
A virtual world is a computer based environment, typically in three dimensions, where a person can i...
Previous studies show that online virtual worlds can contribute to the social aspects of distance le...
Virtual worlds are rapidly spreading beyond gaming and entertainment into education and the corporat...
This paper presents a categorisation of science game formats in relation to the educational possibil...
Second Life is an online 3D virtual environment that offers interesting potential for use in educati...
This chapter proposes that the use of virtual worlds for science education is warranted and fits wel...
Περιέχει το πλήρες κείμενοThe new generation of learners in today's schools is accustomed to a digit...
This paper describes an immersive 3D multimedia-learning environment, Alien Rescue, which uses a ga...
This design case describes the work involved in developing a digital game-based learning environment...
This session discusses incorporating game-based learning into the secondary and post secondary class...
Raising awareness of energy issues to high school students using traditional teaching methods can be...