FUN: Finland – US Network for the Study of Engagement and Learning in Games
PROCEEDINGS
Jarmo Viteli, Roope Raisamo, University of Tampere, Finland ; Ari Korhonen, Aalto University, Finland ; Mikko Vesisenaho, University of Jyväskylä, Finland ; Mikael Uusi-Mäkelä, University of Tampere, Finland ;
EdMedia + Innovate Learning, in Tampere, Finland ISBN 978-1-939797-08-7 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC
Abstract
A team of US (NSF-funded) and Finnish investigators have come together to leverage their currently funded work in measurement of game-based learning to take on a radically different approaches to the measurement of STEM learning. The Finnish-US Network (FUN) are applying their combined novel and interdisciplinary perspectives on learning to study the relationship between engagement and STEM learning outcomes in transmedia games. The poster and this paper will detail the work between the two teams and provide valuable information about cross-country collaboration in general.
Citation
Viteli, J., Raisamo, R., Korhonen, A., Vesisenaho, M., Uusi-Mäkelä, M.,. (2014). FUN: Finland – US Network for the Study of Engagement and Learning in Games. In J. Viteli & M. Leikomaa (Eds.), Proceedings of EdMedia 2014--World Conference on Educational Media and Technology (pp. 228-233). Tampere, Finland: Association for the Advancement of Computing in Education (AACE). Retrieved March 19, 2024 from https://www.learntechlib.org/primary/p/147532/.
© 2014 Association for the Advancement of Computing in Education (AACE)
References
View References & Citations Map- Asbell-Clarke, J., Edwards, T., Larsen, J., Rowe, E., Sylvan, E., & Hewitt, J. (2012). Martian Boneyards: Scientific Inquiry in an MMO Game. International Journal of Game-Based Learning, 2(1), pp. 52-76.
- Coller, B., & Scott, M. (2009). Effectiveness of using a videogame to teach a course in mechanical engineering. Computers& Education, 53(3), pp. 900-912. Doi:10.1016/J.compedu.2009.05.012
- Connolly, T., Boyle, E., MacArthur, E., Hainey, T., Boyle, J. (2012) A systematic literature review of empirical evidence on computer games and serious games. Computers& Education, 59 (2), pp. 661-686.
- Ermi, L. & Mäyrä, F. (2005). Fundamental Components of the Gameplay Experience: Analysing Immersion. In Proceedings of DiGRA 2005. Vancouver: University of Vancouver.
- Hakulinen, L (2011). Using Serious Games in Computer Science Education. In Proceedings of the 11th Koli Calling International Conference on Computing Education Research, Koli, Finland, 2011.
- Hakulinen, L (2012). Alternate Reality Game for University-Level Computer Science Education. In: Proceedings of the 6th European Conference on Games Based Learning, Cork, Ireland, 2012.
- Huotari K., & Hamari, J. (2012). Defining Gamification-A Service Marketing Perspective. In Proceedings of The 16th International Academic Mindtrek Conference, Tampere, Finland, October 3-5, 2012.
- Kultima, A., & Stenros. J. (2010). Designing Games for Everyone: The Expanded Game Experience Model. In Proceedings of the International Academic Conference on the Future of Game Design and Technology, pp. 66–
- Michael, D.R. & Chen, S.L. (2005). Serious Games: Games That Educate, Train, and Inform. Muska & Lipman/Premier-Trade.
- Muntean, C. (2011). Raising engagement in e-learning through gamification. In Proceedings of the 6th International Conference on Virtual Learning ICVL, 2011, pp. 323–329.
- McNally, M., Rodger, S., Velázquez-Iturbide J.A. (2003). Exploring the Role of Visualization and Engagement in Computer Science Education; SIGCSE Bulletin inroads, 35, 2, pp. 131-152.
- National Research Council. (2011). Learning Science Through Computer Games and Simulations. Committee on Science Learning: Computer Games, Simulations, and Education. Margaret A. Honey and Margaret L. Hilton (Eds.), Board on Science Education, Division of Behavioral and Social Sciences and Education. Washington, DC: National Academies Press. Retrieved from http://www.nap.edu/catalog/13078.html.
- Thomas, D., & Brown, J.S. (2011). A New Culture of Learning: Cultivating the Imagination for a World of Constant Change: Printed by CreateSpace. Watters, A. Codecademy and the future of (not) learning to code. Http://www.hackeducation.com/2011/10/28/codecademy-and-the-future-of-not-learning-to-code/, [Online;
These references have been extracted automatically and may have some errors. Signed in users can suggest corrections to these mistakes.
Suggest Corrections to References