A Case Study of a Gamer-student in Game-based Learning

Authors

  • Morris S. Y. JONG Department of Curriculum and Instruction, The Chinese University of Hong Kong, HKSAR Author
  • Junjie SHANG Graduate School of Education, Peking University, Beijing, China Author
  • Jimmy H. M. LEE Centre for the Advancement of IT in Education, The Chinese University of Hong Kong, HKSAR Author

Abstract

VISOLE (Virtual Interactive Student -Oriented Learning Environ ment), which is a teacher -facilitated pedagogical approach to game -based learning, aims at enabling students to acquire subject -specific knowledge in a multi -disciplinary context as well as enhance their higher -order thinking for problem solving . In order to gain an in -depth understanding of the course of students’ le arning in VISOLE, under the setting of formal curricular teaching, we carried out a quali tative case study in a Hong Kong secondary school, involving one teacher and 40 secondar y-4 (K10 ) students . This paper focuses on presenting a part of the entire study, d iscussing two impeding phenomena, degenerate gaming and halt gaming , which emerged in a gamer -student’s learning process . The findings provide insights into the i ssue of implementing game -based learning in classroom teaching.

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Published

2011-11-28

How to Cite

A Case Study of a Gamer-student in Game-based Learning. (2011). International Conference on Computers in Education. https://library.apsce.net/index.php/ICCE/article/view/2587