“Learning on Gaming” Improves Science Learning in a STEAM Interdisciplinary Approach

The “Gaming to Learn” consists in playing a game and consequently getting a learning goal: play a game, even not specifically didactic to derive a learning outcome. The “Game-Based Learning” consists of tips, techniques and tools that apply the principles of game design to the learning process-a dynamic way to engage learners and help educators assess learning. The authors’ approach “Learning on Gaming” is different: you learn “while” you play. To apply this concept, the authors realize GeoQuest, a Computer Class Role Playing Game to teach Earth Science in an STEAM (Science, Technology, Engineering, Art and Math) educational approach. The authors have realised a role playing computer game called GeoQuest creating at the same time a Role Playing Engine which involves all students to the game through their personal mobiles or tablets, giving a total interaction of the whole class to the game. Players can also discover where they are from the story of some historical and mythological figures they meet on their path. They can interact to solve several quests appearing during the game related to mineralogy, volcanology, geodynamics, history, myths.

[1]  Michael F Goodchild,et al.  Toward critical spatial thinking in the social sciences and humanities , 2010, GeoJournal.

[2]  Patricia M. Greenfield,et al.  Mind and Media , 2014 .

[3]  Eleonora Paris,et al.  SoilQuest: an IBSE approach with Computer Class Role Playing Game , 2016 .

[4]  J. Smyth,et al.  Designing Serious Game Interventions for Individuals with Autism , 2014, Journal of Autism and Developmental Disorders.

[5]  Deborah I Thompson,et al.  Playing for real: video games and stories for health-related behavior change. , 2008, American journal of preventive medicine.

[6]  Sara de Freitas,et al.  Using games and simulations for supporting learning , 2006 .

[7]  Joze Rugelj,et al.  Serious Computer Games Design for Active Learning in Teacher Education , 2015, SGAMES.

[8]  Mohamed Jemni,et al.  Guest Editorial: Technology Support for Fostering Life-Long Learning of Learners with Disabilities , 2016, J. Educ. Technol. Soc..

[9]  D. Uttal,et al.  Spatial Thinking and STEM Education. When, Why, and How? , 2012 .

[10]  H. Gardner,et al.  Frames of Mind: The Theory of Multiple Intelligences , 1983 .

[11]  Patricia M. Greenfield,et al.  Mind and Media: The Effects of Television, Video Games, and Computers , 1984 .

[12]  Stéphan Vincent-Lancrin,et al.  Review of the Italian Strategy for Digital Schools , 2013 .

[13]  GeoQuest VESUVIUS a Class Role Playing Game , 2016 .

[14]  J. Osborne,et al.  Science education in Europe , 2008 .

[15]  James E. Driskell,et al.  Games, Motivation, and Learning: A Research and Practice Model , 2002 .