Please use this identifier to cite or link to this item: http://hdl.handle.net/10497/4948
Title: 
The effect of gaming on secondary students' thinking, beliefs, creativity and skills: A preliminary study in social studies lessons
Authors: 
Keywords: 
Gaming
Citizenship
Governance
Creativity
Thinking
Beliefs
Skills
Issue Date: 
Nov-2012
Citation: 
Paper presented at the 20th International Conference on Computers in Education (ICCE 2012), Singapore, 26 – 30 November 2012
Abstract: 
Statecraft X, a fantasy multiplayer strategic game designed to assimilate principles of governance and related concepts on citizenship played on Apple i-phones, is developed based on performance pedagogy. Two secondary three classes of students were involved in this study. The study intends to examine any significant shifts in the students' thinking and learning attitudes, beliefs, creativity and skills after playing with the i-phone game Statecraft X in their own time outside Social Studies lessons on governance. The experimental study was conducted at a secondary school in Singapore promoting the use of technology in learning. Pre- and post tests were used to check for experimental effects. Preliminary results of the study served to inform the researchers and teachers on the effects of the use of a game like Statecraft X in helping students to develop inquiry attitudes and process skills. During the intervention, teachers employed non-authoritarian, dialogical and non-indoctrinating pedagogical methods to facilitate independent thinking in students.
URI: 
Appears in Collections:Conference Papers

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