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Lessons Learned from the STEAM Project: Development and Deployment of Digital Learning Games for Effective Learning Improvement
| Content Provider | Semantic Scholar |
|---|---|
| Author | Young, William Arthur Franklin, Teresa Liu, Chang Chelberg, David M. Patton, David Hubert |
| Copyright Year | 2011 |
| Abstract | School of Electrical Engineering and Computer Science, Russ College of Engineering and Technology, Ohio University, 329 Stocker Center, Athens, OH 45701-2979, USA This paper presents the experiences of engineering graduate students that developed and deployed digital learning games for middle school science classrooms in Appalachian Ohio. The STEAM project (Science and Technology Enrichment for Appalachian Middle-schoolers) serves as a background for the integration of digital games containing much-needed standards-based science content in the classrooms. Learning technology development of content-rich 3D learning games is one major topic of this paper. The concerns of using STEAMiE, an ‘in-house’ 3D software; Second Life, a partially open source software system; and Flash, a commercial software tool are presented to share our lessons learned with other technologists seeking to develop digital learning games with similar software technologies. Post-development and deployment activities and a sample of the initial results obtained from selected learning games are presented to illustrate the learning effectiveness of STEAM's learning games and program. |
| File Format | PDF HTM / HTML |
| Alternate Webpage(s) | http://formatex.info/ict/book/288-299.pdf |
| Language | English |
| Access Restriction | Open |
| Content Type | Text |
| Resource Type | Article |