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The Importance and Use of Targeted Content Knowledge in Educational Simulation Games

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Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications (Edutainment 2011)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 6872))

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Abstract

While most current educational simulation games provide learners with gameplay experience, there is often a lack of focus on ensuring that desired content knowledge is learned. Students may focus on completing game activities without learning the targeted content knowledge, thus negating desired learning outcomes. We argue that to help students achieve higher learning performance, targeted content knowledge should be a specific focus in educational games. Thus, the present study explores the effects and usage of providing targeted content scaffolds in various ways as a step to understanding optimal placement and tasks for such scaffolds within games. Results suggest that providing targeted content scaffolds in educational simulation games helps students achieve higher learning performance, and that students should read the content scaffolds both before and during gameplay.

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© 2011 Springer-Verlag Berlin Heidelberg

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Tsai, FH., Kinzer, C., Hung, KH., Chen, CL.A., Hsu, IY. (2011). The Importance and Use of Targeted Content Knowledge in Educational Simulation Games. In: Chang, M., Hwang, WY., Chen, MP., Müller, W. (eds) Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications. Edutainment 2011. Lecture Notes in Computer Science, vol 6872. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-23456-9_47

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  • DOI: https://doi.org/10.1007/978-3-642-23456-9_47

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-23455-2

  • Online ISBN: 978-3-642-23456-9

  • eBook Packages: Computer ScienceComputer Science (R0)

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