2006
DOI: 10.1007/s10956-006-9029-z
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Children’s Participation in a Virtual Epidemic in the Science Classroom: Making Connections to Natural Infectious Diseases

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Cited by 94 publications
(41 citation statements)
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“…Technology and media play a large role in the ways that young people can connect to STEM learning. For example, researchers are creating virtual worlds and games that leverage young people's interest to learn science concepts [5][6][7]. Foundations are creating digital labs in public libraries to teach young people media literacy skills [8,9].…”
mentioning
confidence: 99%
“…Technology and media play a large role in the ways that young people can connect to STEM learning. For example, researchers are creating virtual worlds and games that leverage young people's interest to learn science concepts [5][6][7]. Foundations are creating digital labs in public libraries to teach young people media literacy skills [8,9].…”
mentioning
confidence: 99%
“…It is also argued that dynamic representations provide more authentic and explicit representations than students would otherwise be able to observe in the classroom (Neulight, Kafai, Kao, Foley & Galas, 2007).…”
Section: Video Games In Formal Learning Contextsmentioning
confidence: 99%
“…In the conclusion, the authors suggest that multi-user virtual game worlds support academic content learning, as they offer environments where scientific concepts are used in contextualised situations. Also, in the study by Neulight et al (2007), the students displayed an increased scientific understanding after participating in a computer game about virtual infectious diseases. The study analysed how and in what way students developed their understanding when participating in computer game play in the online community Whyville.net.…”
Section: Computer Game Play and Science Content Learningmentioning
confidence: 99%
“…Previous studies have also investigated in what ways computer games can provide dynamic representations of simulated ''real'' world situations, and how they can support or develop students' understanding of scientific investigations. According to Neulight et al (2007), computer games can offer the students embodied experiences in complex domains that otherwise are difficult or impossible to access in ordinary science classrooms. It is also argued that dynamic representations for example of graphics, motion, sounds and extreme short time phenomena (or long) provide more authentic and explicit representations of what actually is being represented, than students would be able to observe for themselves in the classroom.…”
Section: Computer Game Play and Science Content Learningmentioning
confidence: 99%
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