Using a Ludic Simulation to Make Learning of Middle School Space Science Fun
R. Kimmons and
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M. Liu: The University of Texas at Austin, Austin, TX, USA
L. Horton: The University of Texas at Austin, Austin, TX, USA
J. Kang: The University of Texas at Austin, Austin, TX, USA
R. Kimmons: University of Idaho, Moscow, ID, USA
J. Lee: The University of Texas at Austin, Austin, TX, USA
International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 2013, vol. 5, issue 1, 66-86
In this paper, the authors describe a ludic simulation designed for middle school space science and examine its use to support studentsâ€™ learning and motivation. The participants were 383 sixth graders and 447 seventh graders. The findings of this study showed that sixth- and seventh-graders perceived the simulation as having substantial ludic characteristics and educational value. The results indicated that having a playful experience is important for this age group and that participating in a ludic simulation can help motivate students to learn school subjects. Results also indicated that incorporating ludus into the learning experience can improve studentsâ€™ attitudes toward the subject matter. Implications of policy, research, and practice with regard to using ludic simulations to support classroom-based learning were discussed.
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Persistent link: https://EconPapers.repec.org/RePEc:igg:jgcms0:v:5:y:2013:i:1:p:66-86
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