Applying a Three-Dimensional Computer Game to Facilitate Learners’ Using a Compass to Solve Orientation Problems: A Case Study

Authors

  • Chung-Yuan HSU Graduate Institute of Digital Learning and Education, National Taiwan University of Science and Technology, Taiwan Author
  • Huei-Tse HOU Graduate Institute of Engineering, National Taiwan University of Science and Technology, Taiwan Author

Abstract

Recently, limited research examines how 3D game-based context influence students’ acquisition of both cognitive and procedural knowledge, such as using a compass to solve orientation problems. The purpose of this study was to explore the implementation of a computer game for learning how to use compass. A three- dimensional (3D) computer game named Treasure Hunting was developed by the researchers. A male and female volunteer of grade 3 and 4 were recruited to take the treatment. The results of the post test and the retention test showed that the students in a 3D game-based environment were able to acquire the compass-using skills. The results also provided some practical suggestions to science educators or instructional designers interested in implementing game-based learning as an alternative way to enhance students’ conceptual understanding.

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Published

2010-11-29

How to Cite

Applying a Three-Dimensional Computer Game to Facilitate Learners’ Using a Compass to Solve Orientation Problems: A Case Study. (2010). International Conference on Computers in Education. https://library.apsce.net/index.php/ICCE/article/view/2453