Playing Games on-line and at the
schoolyard for generating meanings on Science
Zacharoula Smyrnaiou, zsmyrnaiou@ppp.uoa.gr
Educational Technology Lab, School of Philosophy, Department of Pedagogy
Kostas Tsigaridis, Emmanouela Varypati, Roxani Evripidou, Thomas Xantzaras, John Dimas, Elina Tsoutsou
Educational Technology Lab, School of Philosophy, Department of Pedagogy
Engaging in processes that require working
together in groups for addressing complex scientific problems is an issue that
has come at the surface lately in the field of Science Education. The Study on
which this poster reports concerns how students come to generate meanings about
moving in Newtonian spaces as they collaboratively addressed complex scientific
situations.
The Study took place in the 1st
Experimental High School of Athens with fourteen 13 to14-year-old students
divided in three Groups and lasted for 20 school hours. We
particularly focus on how students talked about scientific laws and concepts as
they observed the motion of different objects while playing games at the
schoolyard and as they worked on-line with a 3d microworld called “3d Juggler”
(Smyrnaiou et al., 2012). 3d Juggler (Kynigos, 2007) is a game microworld that
is designed to offer students opportunities to build and explore models of
motions and collisions inside a Newtonian 3d space. The students, after
carrying out a set of experiments at the schoolyard using different types of
balls (e.g. tennis balls, basket balls etc), moved to 3d Juggler to collaboratively
create their own games that would include shooting balls and hitting specific
targets. To explain in detail the exact design of their game, the students were
also encouraged to use Pixton, a story-telling tool. While working on-line with
the 3d Juggler microworld, the members of the Group communicated through a
Discussion Tool, which, just like the 3d Juggler Microworld, is integrated in a
web-based Platform call METAFORA.
The poster presented during the Constructionism
2012 Conference will include episodes in which the Groups of students discuss
around their game constructions and engage in meaning making processes with
regard to scientific concepts and laws that underpin the design of their games.
Acknowledgements
Metafora: “Learning to learn together: A visual
language for social orchestration of educational activities”. EC -
FP7-ICT-2009-5, Technology-enhanced Learning, Project No. 257872.
References
Smyrnaiou, Z., Moustaki, F., Kynigos,
C. (2012). Students' constructionist
game modelling activities as part of inquiry learning processes. Electronic
Journal of e-Learning. Special issue on Games-Based Learning - ECGBL
Conference.
Kynigos, C. (2007). Half–Baked Logo
microworlds as boundary objects in integrated design. Informatics in
Education, 6(2), 335–359.