Tug-of-war: Seeking help while playing an educational card game
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Document Type
Contribution to Book
Department
Computer Science
Book Title
Learning by playing: Video gaming in education
Editor(s)
Fran C. Blumberg
Description
This chapter examines motivational aspects that cause students to play educational games and learn their featured content, with particular emphasis on a card game called Tug-of-War. It begins with an overview of help-seeking in technical environments before turning to a discussion of an initial way to measure motivation to learn: by focusing on the type and amount of help students seek from others in the classroom while playing the game. It then describes the design and development of Tug-of-War and how it has improved learning outcomes with respect to traditional academic measures.
Buy Link
https://academic.oup.com/book/1862
Find in WorldCat
https://worldcat.org/title/870646845
ISBN
978-0199896653
DOI
10.1093/acprof:osobl/9780199896646.003.0016
Publication Date
Fall 1-1-2014
Publisher
Oxford University Press
City
Oxford
First Page
232
Last Page
245
Keywords
educational games, card game, Tug-of-War, help-seeking, motivation to learb, students, classroom
Disciplines
Engineering
Recommended Citation
Jimenez, O.,
Acholonu, U.,
&
Arena, D.
(2014).
Tug-of-war: Seeking help while playing an educational card game.
In Fran C. Blumberg (Eds.), Learning by playing: Video gaming in education (232–245). Oxford: Oxford University Press
https://scholarlycommons.pacific.edu/soecs-facbooks/12