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The Life of a Plant: Playing a Science-based Game in School

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dc.contributor.author Jenson, Jennifer, Dr.
dc.contributor.author Muehrer, Rachel
dc.date.accessioned 2010-12-08T04:00:30Z
dc.date.available 2010-12-08T04:00:30Z
dc.date.issued 2010-12-08T04:00:30Z
dc.identifier.uri http://hdl.handle.net/10315/6364
dc.description.abstract This is a report on the use of a science-focused video game in five very different secondary school settings in Ontario, Canada. A mixed-methods approach was used in the study, and included data gathered on general gameplay habits and technology use, as well as informal interviews with teachers and students who played the game. In total, 161 participants played a series of games focused on the “life of a plant”, and were given both a pre and post quiz to determine if the game helped them retain and/or change what they knew about scientific processes like plant cell anatomy and photosynthesis. Participants showed statistically significant improvement on quizzes that were taken after playing the game for approximately one-hour sessions, despite difficulties in some cases both accessing and playing the game for the full hour. Our findings also reveal the ongoing challenges in making use of technology in a variety of school sessions, even when using a browser-based game, that demanded very little other than a reliable internet connection. en
dc.language.iso en en
dc.subject science, video-game, secondary school en
dc.title The Life of a Plant: Playing a Science-based Game in School en
dc.type Technical Report en

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