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What is Squire’s Model of Games for Discovery

Handbook of Research on Serious Games for Educational Applications
Squire focuses on multi-generational social network gaming environment in science discovery. Squire explained that the model is to push game-based learning far beyond the traditional notion of students learning traditional content through a game, it is in fact more than just “good games.” The game model is grounded in social network of game players and scientists from different fields with varied interests and abilities. The model is characterized by an integrated gaming platform called “third place”, which cuts across homes, schools and informal learning institutions. By interfacing between schools, homes, and informal institutions, learners’ social lives are transformed through participation.
Published in Chapter:
A Framework for Promoting Knowledge Transfer in SNS Game-Based Learning
Robert Z. Zheng (University of Utah, USA) and Thanh N. Truong (University of Utah, USA)
Copyright: © 2017 |Pages: 26
DOI: 10.4018/978-1-5225-0513-6.ch004
Abstract
This chapter focuses on an important issue in SNS game-based learning, that is, learners' knowledge transfer in the ill-structured domain. The chapter offers a discussion of instructional strategies in SNS game-based learning. The discussion presented here was framed around an extensive review of the literature pertinent to the strategies and approaches in serious games. Based on the discussion a framework was proposed for serious game design which revealed the interaction between and interrelationship among the variables in serious game learning. A pilot study was conducted to test the partial components of the framework. The results supported the framework showing students' progression in knowledge transfer in a game-based learning environment. Discussions were made regarding the implications of the framework and its application in k-16 education and professional training.
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