Constructing Web-based Adventure Games that Teach: A Model that Works
Leslie Miller, Moreno Janette, Estsrera Vicky, Mayes Janice, Donna Smith, Rice University, United States
EdMedia + Innovate Learning, in Honolulu, Hawaii, USA ISBN 978-1-880094-48-8 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC
How does one move from science concepts to final production of an interactive web adventure? What are the processes, the incremental steps, and the challenges involved? How do you test the web adventure's learning outcomes and usability? The answers to these questions as they were posed and resolved for the web adventure series, MEDMYST™ may assist others in creating similar learning environments. This series has been developed and field tested with a middle school audience, but the principles should apply to other projects with similar goals. The web site (http://medmyst.rice.edu) is part of a project funded by the National Institutes of Health, National Center for Research Resource. The focus is on teaching middle school students about the biology, history, and prevention of infectious diseases. A step-by-step process will be described that results in a final product with evaluation data for demonstrating efficacy. Examples of each stage of the process will be presented.
Miller, L., Janette, M., Vicky, E., Janice, M. & Smith, D. (2003). Constructing Web-based Adventure Games that Teach: A Model that Works. In D. Lassner & C. McNaught (Eds.), Proceedings of ED-MEDIA 2003--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 888-891). Honolulu, Hawaii, USA: Association for the Advancement of Computing in Education (AACE).
© 2003 Association for the Advancement of Computing in Education (AACE)