The Design and Evaluation of a STEM Interdisciplinary Game-based Learning about the Great Voyage

Authors

  • Shu-Hsien HUANG Department of Information and Learning Technology, National University of Tainan, Taiwan Author
  • Chia-Chun TSENG Department of Information and Learning Technology, National University of Tainan, Taiwan Author
  • Ju-Ling SHIH Department of Information and Learning Technology, National University of Tainan, Taiwan Author

Abstract

In recent year, STEM education has been widely practiced with computational thinking since it encourages students to be immersed in the problem-solving process which also requires interdisciplinary knowledge. This study presented a 21-hour game-based learning course in the context of Great Voyage with the integration of STEM and robots, called . Students programmed the robots to play the classroom-size spice- trading game. The results show that students can effectively learn to use programming block editor to control mBot in this course. From the course evaluation and learning motivation survey, it is shown that students are highly motivated to learn knowledge and skills in different fields including science, technology, engineering, and math, and can show significant improvements in all these subject areas.

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Published

2017-12-04

How to Cite

The Design and Evaluation of a STEM Interdisciplinary Game-based Learning about the Great Voyage . (2017). International Conference on Computers in Education. http://library.apsce.net/index.php/ICCE/article/view/2127