Abstract
This chapter will provide concrete examples of how a research group at North Carolina State University is using case studies as the narrative/backstory for video game design and development. The chapter will begin with a background on video games for learning, followed by a description of case-based learning, and will conclude with five specific examples from games created through three different funded projects. The first example is a simulated case where a haptic feedback device was used to enhance student learning. The second case was derived from a video case on racial and ethical sensitivity. Cases on training and development for adult learners are explained in the next two descriptions. Finally, a case from a field trip was turned into a game for entomology students.
Original language | English |
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Title of host publication | Digital Simulations for Improving Education |
Subtitle of host publication | Learning Through Artificial Teaching Environments |
Publisher | IGI Global |
Pages | 188-206 |
Number of pages | 19 |
ISBN (Print) | 9781605663227 |
DOIs | |
Publication status | Published - 2009 Dec 1 |
All Science Journal Classification (ASJC) codes
- Social Sciences(all)