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Learning-by-Teaching in Educational Game: Educational Outcome, User Experience and Social Networks
ARTICLE

, Satakunta University of Applied Sciences, Finland ; , Tampere University of Technology, Finland

Journal of Interactive Learning Research Volume 21, Number 2, ISSN 1093-023X Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC

Abstract

This paper summarizes the pedagogical design, product development and empirical evaluations of the game series, Animal Class, in terms of design study. The design phases, as well as the evaluation phases (N=2718), were carried out between the years of 2005 - 2007. The pedagogical idea of Animal Class is to place a learner in the role of teacher in a virtual world. The game encourages a learner to think reflectively, leading, in a best case scenario, to conceptual changes in the learner's mental conceptual structure. The evaluation phase showed that the main strengths of these learning-by-teaching types of games are good learning outcomes and positive user experiences.

Citation

Ketamo, H. & Suominen, M. (2010). Learning-by-Teaching in Educational Game: Educational Outcome, User Experience and Social Networks. Journal of Interactive Learning Research, 21(2), 237-255. Waynesville, NC: Association for the Advancement of Computing in Education (AACE). Retrieved September 24, 2020 from .

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Cited By

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  • Studying the User Experience of a Tablet Based Math Game

    Kristian Kiili, Tampere University of Technology, Pori, Finland; Harri Ketamo & Antti Koivisto, Satakunta University of Applied Sciences, Pori, Finland; Enda Finn, Dundalk Institute of Technology, Dundalk, Ireland

    International Journal of Game-Based Learning Vol. 4, No. 1 (January 2014) pp. 60–77

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