Wednesday, April 15, 2015

What is the games' role? The core of effective, Inquiry-based, technology involved emerging type of curricula

There are reports about teenagers being addicted to computer games and losing interests in their study. There are also stories on that students confound themselves between the virtual and the real life, behaving anxious, violent as well as empty inside. When tradition lecture-based curriculum fails to drag these poor kids back to their orbit, and when the good or bad intermingled video games thrive, a cutting-edge STEM subjects related games tend to play a bigger role in the modern classroom.

As the article said, and I paraphrased, that the game-based curricula are narratively driven, experientially immersive and multi-media rich. The information communication technologies aid both in fostering students' inquiry and in providing richly situated learning experience (Dede, 2000), through which children can learn and collaboratively experience all stages of scientific inquiry.


The author of this paper analyzed and summarized six research articles related to video games benefiting the class teaching from JSET journey. And I found all the six articles are concentrated either environmental or health problems, especially focusing on water pollution and disease controlling. The two topics are really big issues worldwide. I really appreciate the present games, however, I am wondering if there should be more video games are for science design or virtual lab doing chemistry reactions. Planning and implementing this, the cooperation of science educators, expect programmers as well as the local schools is expected.

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