{"title":"Integrating Scenarios of Video Games into Classroom Instruction","authors":"Yu-Hong Lin","doi":"10.1109/ISITAE.2007.4409356","DOIUrl":null,"url":null,"abstract":"To engage students in learning, teachers have been trying their very effort to attract the eyeballs in classroom. Since the new generation is digital native, Digital Game-Based Learning (DGBL) is getting more attention in recent years. In this paper, guidelines are presented for teachers to integrate video games into class. According to the guidelines, we developed a preliminary design of mathematics lesson plan using the most popular game among children, Pokemon, for a second grade class of elementary school in Taiwan. The object is to minimize the effort and requirement to set up a situated learning environment. Observations showed that, in such arrangement, we could engage some students into the scenarios where math is applied.","PeriodicalId":332503,"journal":{"name":"2007 First IEEE International Symposium on Information Technologies and Applications in Education","volume":"18 33","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2007-12-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"15","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2007 First IEEE International Symposium on Information Technologies and Applications in Education","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ISITAE.2007.4409356","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 15
Abstract
To engage students in learning, teachers have been trying their very effort to attract the eyeballs in classroom. Since the new generation is digital native, Digital Game-Based Learning (DGBL) is getting more attention in recent years. In this paper, guidelines are presented for teachers to integrate video games into class. According to the guidelines, we developed a preliminary design of mathematics lesson plan using the most popular game among children, Pokemon, for a second grade class of elementary school in Taiwan. The object is to minimize the effort and requirement to set up a situated learning environment. Observations showed that, in such arrangement, we could engage some students into the scenarios where math is applied.