Simultaneously Developing a Serious Game and Its Classroom Use for Fostering Conceptual Understanding of Electrical Circuits: The Effect of the Game 'E&E Electrical Endeavours' on Secondary Students Conceptual Understanding of Electrical Circuits

Making use of favourable local circumstances an interdisciplinary team of content-experts, educational researchers, game-designers and secondary school teachers was formed. Using a design-research approach, the team simultaneously developed and tested a serious game for the teaching off electrical circuits and effective classroom practice using it.

[1]  C. Hart,et al.  Models in Physics, Models for Physics Learning, and Why the Distinction may Matter in the Case of Electric Circuits , 2008 .

[2]  S. Dreyfus,et al.  A Five-Stage Model of the Mental Activities Involved in Directed Skill Acquisition , 1980 .

[3]  D. Kolb Experiential Learning: Experience as the Source of Learning and Development , 1983 .

[4]  Richard E. Clark,et al.  Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching , 2006 .

[5]  R Ruurd Taconis,et al.  Some Key Issues in Creating Inquiry-Based Instructional Practices that Aim at the Understanding of Simple Electric Circuits , 2013 .

[6]  Scott P. McDonald,et al.  Inviting Argument by Analogy: Analogical-Mapping-Based Comparison Activities as a Scaffold for Small-Group Argumentation. , 2014 .

[7]  Keith S. Taber,et al.  Conceptual Resources for Constructing the Concepts of Electricity: The Role of Models, Analogies and Imagination. , 2006 .

[8]  Brent D. Ruben,et al.  Simulations, Games, and Experience-Based Learning: The Quest for a New Paradigm for Teaching and Learning , 1999 .

[9]  Tomi Jaakkola,et al.  A comparison of students' conceptual understanding of electric circuits in simulation only and simulation‐laboratory contexts , 2011 .

[10]  Martijn C. Koops,et al.  Conceptual Change During a Serious Game , 2012, Simulation & Gaming.

[11]  B. Andersson,et al.  The experiential gestalt of causation: a common core to pupils’ preconceptions in science , 1986 .

[12]  Robert J. Beichner,et al.  Students’ understanding of direct current resistive electrical circuits , 2004 .

[13]  D Shipstone,et al.  Electricity in Simple Circuits , 1985 .

[14]  David R. Michael,et al.  Serious Games: Games That Educate, Train, and Inform , 2005 .

[15]  M. Csíkszentmihályi Creativity: Flow and the Psychology of Discovery and Invention , 1996 .

[16]  Kimberly D. Hieftje,et al.  Game playbooks: tools to guide multidisciplinary teams in developing videogame-based behavior change interventions , 2014, Translational behavioral medicine.

[17]  Pamela Joy Mulhall,et al.  A Perspective on the Resolution of Confusions in the Teaching of Electricity , 2001 .

[18]  Koeno Gravemeijer,et al.  Design research from a learning design perspective , 2006 .