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What is Process Knowledge

Handbook of Research on Effective Electronic Gaming in Education
“The knowledge of how to practice skills that contribute to goal achievement” (Schank et al., 1999, p. 173).
Published in Chapter:
Pre-Service Computer Teachers as 3D Educational Game Designers
Zahide Yildirim (Middle East Technical University, Turkey) and Eylem Kilic (Middle East Technical University, Turkey)
Copyright: © 2009 |Pages: 14
DOI: 10.4018/978-1-59904-808-6.ch019
Abstract
This chapter explores prospective computer teachers’ perceptions of and experiences in goal-based scenario (GBS) centered 3D educational game development process. Twenty-six pre-service computer teachers who enrolled in a Design, Development and Evaluation of Educational Software undergraduate course formed the sample of this case study, and they, in groups, developed GBS-centered 3D educational games. The data were collected through GBS evaluation checklists, interviews, and formative evaluations. The findings indicated that the pre-service teachers preferred GBS-centered educational games to traditional educational games. They declared that the most important feature of educational games was their contribution to motivation, attention, and retention. Although the majority of the groups developed their educational games in line with GBS, they had difficulty creating a realistic scenario and mission. Unlike what the literature indicates, one of the group’s formative evaluation results showed that while the second graders prefer realism, the sixth graders prefer more fantasy in the scenario.
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Managing Cognitive Load in the Design of Assistive Technology for Those with Learning Disabilities
“[A] flow of events that summarize the operations of business, scientific, or mechanical systems” (Clark et al., 2006, p. 163).
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