Using Digital Games in Virtual Classrooms to Make Attitudinal Learning Motivating and Engaging

Author:

Janakiraman Shamila1

Affiliation:

1. Purdue University, USA

Abstract

The COVID-19 global pandemic has made it difficult for schools to conduct in-person learning, pushing educators to think innovatively to create digital classrooms and engage K-12 learners. This chapter will provide best practices and pedagogical reasoning into the use of digital game-based learning (DGBL) for attitudinal instruction in virtual classrooms of middle and high school students. When it comes to teaching socio-scientific topics, providing cognitive knowledge is not the only goal of education. Young learners need to develop appropriate attitudes and behaviors to ensure the holistic development of their personality. This is where DGBL has been found to be an effective instructional activity. Although the focus of this chapter is on using DGBL in environmental sustainability education, it provides implications that are applicable to other socio-scientific topics as well.

Publisher

IGI Global

Reference82 articles.

Cited by 2 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3