Game-like Technology Innovation Education

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4 Citationer (Scopus)

Abstract

This paper examines the methodological challenges and perspectives of designing game-like scenarios for
the implementation of innovation processes in school science education. This paper presents a design-based
research study of a game-like innovation scenario designed for technology education for Danish public school
students aged 13-15. Students play the role of company heads that develop intelligent music technology. This game-like learning environment was designed to develop innovation competencies through the simulation of a practical learning situation. The term “game-like” is used to denote that the scenario should not be considered an educational game, such as the educational computer games used in many schools today. The focus of the design is to include practices and tools from innovative professions and use game principles and elements to create a meaningful frame around the creative and innovative practices.
OriginalsprogEngelsk
TidsskriftInternational Journal of Virtual and Personal Learning Environments
Vol/bind2
Udgave nummer2
Sider (fra-til)30-39
Antal sider10
ISSN1947-8518
StatusUdgivet - 2011
Udgivet eksterntJa

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