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Game-Like Technology Innovation Education

Game-Like Technology Innovation Education

Rikke Magnussen (Aarhus University, Denmark)
Copyright: © 2011 |Volume: 2 |Issue: 2 |Article: 3 |Pages: 10
ISSN: 1947-8518|EISSN: 1947-8526|DOI: 10.4018/jvple.2011040103
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MLA

Magnussen, Rikke. "Game-Like Technology Innovation Education." IJVPLE 2.2 (2011): 30-39. Web. 1 Jan. 2019. doi:10.4018/jvple.2011040103

APA

Magnussen, R. (2011). Game-Like Technology Innovation Education. International Journal of Virtual and Personal Learning Environments (IJVPLE), 2(2), 30-39. doi:10.4018/jvple.2011040103

Chicago

Magnussen, Rikke. "Game-Like Technology Innovation Education," International Journal of Virtual and Personal Learning Environments (IJVPLE) 2 (2011): 2, accessed (January 01, 2019), doi:10.4018/jvple.2011040103

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Abstract

This paper examines the methodological challenges and perspectives of designing game-like scenarios for the implementation of innovation processes in school science education. This paper presents a design-based research study of a game-like innovation scenario designed for technology education for Danish public school students aged 13-15. Students play the role of company heads that develop intelligent music technology. This game-like learning environment was designed to develop innovation competencies through the simulation of a practical learning situation. The term “game-like” is used to denote that the scenario should not be considered an educational game, such as the educational computer games used in many schools today. The focus of the design is to include practices and tools from innovative professions and use game principles and elements to create a meaningful frame around the creative and innovative practices.

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