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What is Iconic Skills

Handbook of Research on Effective Electronic Gaming in Education
The ability to recognize and quickly process visual information.
Published in Chapter:
Game-Based Learning in Design History
Barbara Martinson (University of Minnesota, USA) and Sauman Chu (University of Minnesota, USA)
Copyright: © 2009 |Pages: 11
DOI: 10.4018/978-1-59904-808-6.ch027
Abstract
Games are increasingly being used to teach content in a variety of courses from elementary to graduate education. This study investigates the effectiveness of using a game, to learning design history content, and it examines students’ preferred learning activities based on learning styles. Forty-two students played a computer game and then responded to a 10-item quiz. Learning style or times played did not impact achievement on the quiz. Students did prefer games as a learning tool, but equally preferred lecture and projects. This study does indicate that games can be used as tools to teach various types of information within a college course. Games added variety to the design history course and made learning facts more fun. The concrete nature of the game was appropriate for this particular group of students, most of whom had concrete learning styles. Finally, the recycling of a previously designed learning object made the project affordable in terms of time and money.
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