Interactive Learning Using Gaming Simulation

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Other Title
  • ゲーミングによる主体的学び
  • 住環境と省エネルギー学習教材としてのすごろくの開発と学習効果
  • ジュウカンキョウ ト ショウエネルギー ガクシュウ キョウザイ ト シテ ノス ゴロ ク ノ カイハツ ト ガクシュウ コウカ

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Abstract

<p>This study intended to develop a game that would serve as a learning tool to raise awareness regarding the residential environment and encourage energy saving. Further, the investigation was also aimed at ascertaining the game’s learning impact. A board game called Sugoroku was developed by using gaming simulation on the basis of social psychology methodologies. The game was devised as a method of problem solving for the purpose of enhancing awareness and effecting behavior change and was organized in thematic episodes that encompassed five stages: problem recognition, housing renovation, problem solving, behavior change related to energy saving, and understanding of the global environment. Learners grasped the instruction content by reading the episodes and by distinguishing game scores. The investigation determined the learning impact of the game on 555 students from junior high school and high school in the Tokyo metropolitan area. The results obtained from a questionnaire survey that was administered as a debriefing tool revealed increased interest and motivation among the participants with regard to learning about their living life through an enjoyable activity. In addition, the participants’ intentions of making behavioral modifications were heightened through their consciousness of the real-life applications of the game. The keywords used in free-form descriptions often involved terms that denoted the environment such as “eco”, “global environment”, and “energy saving”. The verb-form keywords that were employed by the participants implied cognition, understanding, consciousness, and the amelioration of actions. The investigation also elucidated that the associations between the learning content and real life were understood by the participants.</p>

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