The Design and Evaluation of a STEM Interdisciplinary Game-based Learning about the Great Voyage
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.Downloads
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Published
2017-12-04
Conference Proceedings Volume
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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