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Games and Engineers in the Middle School Science Classroom: A Case Study
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, Ohio University, United States ; , Ohio Unversity, United States ; , , Ohio University, United States

Society for Information Technology & Teacher Education International Conference, in San Antonio, Texas, USA ISBN 978-1-880094-61-7 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA

Abstract

This paper examines the use of gaming software both within virtual (Second Life) and standalone environments in middle school science classrooms in rural Appalachian schools in Ohio. The case study presents insights into what happens when games become part of the science classroom, what issues must be attended to for teachers to accept "gaming", student reactions to the software built by graduate student engineers, and what engineering students learn when they go to middle school. The case study is based on eight middle schools in which graduate students in the College of Engineering and eight middle school teachers are paired to create and implement gaming environments for classroom use. A graduate student from the College of Education helped engineering students to better understand "school".

Citation

Franklin, T., Mayles, J., Liu, C. & Chelberg, D. (2007). Games and Engineers in the Middle School Science Classroom: A Case Study. In R. Carlsen, K. McFerrin, J. Price, R. Weber & D. Willis (Eds.), Proceedings of SITE 2007--Society for Information Technology & Teacher Education International Conference (pp. 1207-1212). San Antonio, Texas, USA: Association for the Advancement of Computing in Education (AACE). Retrieved October 16, 2019 from .

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