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Online recruitment and engagement of students in game and simulation-based STEM learning

Published: 26 April 2009 Publication History

Abstract

Research and development on a games-based learning environment for science, technology, engineering and mathematics has led to a design framework for combining elements of alternate and augmented reality games with games-based learning principles. Recent research into the online recruitment and retention of students into the game indicates new directions for adapting the framework and its technology platform for engaging underrepresented populations in STEM learning.

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Azuma, R., A Survey of Augmented Reality. Presence: Teleoperators and Virtual Environments, 1997. 6(4): p. 355--385.
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Despain, W. ARG FAQs. 2008 {cited 2008 Nov 13}; Available from: http://www.argology.org/arg-faqs/.
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Mcgonigal, J. Alternate Realities: Jane McGonigal Keynote South by Southwest World 2008 {cited; happiness, the new capital is 1. satisfying work to do, 2. the experience of being good at something, 3. time spent with people we like and 4. the chance to be a part of something bigger.}. Available from: http://www.slideshare.net/avantgame/alternate-realities-jane-mcgonigal-keynote-sxsw-2008.
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Dena, C. ARG Stats. 2008 {cited 2008 Nov 9}; Available from: http://www.christydena.com/online-essays/arg-stats/.
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MIT. Augmented reality games. 2008 {cited 2008 Nov 13}; Available from: http://education.mit.edu/drupal/.
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Prensky, M., Digital game-based learning. 2001, New York: McGraw-Hill.
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Van den Akker, J., Principles and methods of development research, in Design methodology and developmental research in education and training J.v.d. Akker, et al., Editors. 1999, Kluwer Academic Publishers: Twent: The Netherlands.
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Edelson, D., Design research: What we learn when we engage in design. Journal of the Learning Sciences, 2002. 11(1): p. 105--121.
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Gibson, D. and S. Grasso, The global challenge: Saving the earth on their way to college. Leading and Learning with Technology 2007(November): p. 12--16.

Cited By

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  • (2023)Perception of “This is Not a Game”: Definition and MeasurementInternational Journal of Human–Computer Interaction10.1080/10447318.2023.222159840:17(4725-4744)Online publication date: 14-Jul-2023
  • (2012)Students' experiences and attitudes towards learning computer scienceProceedings of the 2012 IEEE Frontiers in Education Conference (FIE)10.1109/FIE.2012.6462238(1-6)Online publication date: 3-Oct-2012

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cover image ACM Other conferences
FDG '09: Proceedings of the 4th International Conference on Foundations of Digital Games
April 2009
386 pages
ISBN:9781605584379
DOI:10.1145/1536513
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • SASDG: The Society for the Advancement of the Science of Digital Games

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 26 April 2009

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Author Tags

  1. STEM learning
  2. alternate reality game
  3. augmented reality game
  4. recruitment
  5. retention

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Overall Acceptance Rate 152 of 415 submissions, 37%

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Cited By

View all
  • (2023)Perception of “This is Not a Game”: Definition and MeasurementInternational Journal of Human–Computer Interaction10.1080/10447318.2023.222159840:17(4725-4744)Online publication date: 14-Jul-2023
  • (2012)Students' experiences and attitudes towards learning computer scienceProceedings of the 2012 IEEE Frontiers in Education Conference (FIE)10.1109/FIE.2012.6462238(1-6)Online publication date: 3-Oct-2012

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