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Investigating Our Practices (IOP)
Using Digital Game-Based Learning to Engage Science Students : The Case of Minecraft Egersdorfer, Davor
Abstract
This paper discusses the potential benefits of Digital Game-Based Learning for promoting student engagement, problem-solving, collaboration and learning of science concepts. It analyses the theoretical underpinnings that support the use of digital games in education, and examines the specific characteristics of digital games which embody positive learning principles that can be used for educational purposes. The digital game Minecraft is used as a case to demonstrate that there are many advantages to using digital games to teach science concepts in school and university contexts.
Item Metadata
Title |
Using Digital Game-Based Learning to Engage Science Students : The Case of Minecraft
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Alternate Title |
Using DGBL to engage science students : Minecraft
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Creator | |
Contributor | |
Date Issued |
2016-05-14
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Description |
This paper discusses the potential benefits of Digital Game-Based Learning for promoting student engagement, problem-solving, collaboration and learning of science concepts. It analyses the theoretical underpinnings that support the use of digital games in education, and examines the specific characteristics of digital games which embody positive learning principles that can be used for educational purposes. The digital game Minecraft is used as a case to demonstrate that there are many advantages to using digital games to teach science concepts in school and university contexts.
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Language |
eng
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Series | |
Date Available |
2016-06-22
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Provider |
Vancouver : University of British Columbia Library
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Rights |
Attribution-NonCommercial-NoDerivatives 4.0 International
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DOI |
10.14288/1.0305061
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URI | |
Affiliation | |
Peer Review Status |
Unreviewed
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Scholarly Level |
Graduate
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Aggregated Source Repository |
DSpace
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Item Media
Item Citations and Data
Rights
Attribution-NonCommercial-NoDerivatives 4.0 International