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Affiliation(s)

Tokyo Institute of Technology, Tokyo, Japan

ABSTRACT

In Japanese upper secondary schools, students are required to perform “exploration activities.” Through these activities, they are expected to increase their interest in science and develop a positive attitude toward utilizing learning outcomes in daily life. However, it is unlikely that science exploration activities will play this expected role in the current context of education. Therefore, the purpose of this study is to propose a design framework comprising lessons and instructional gaming materials for science exploration activities. In this design framework, we intend to integrate technology and science education, and help students learn to solve problems in daily life through technological and scientific ways of viewing and thinking. To this end, we chose the topic of how to create an adequate plastic bottle word sculpture for a campus festival. Students were prompted to consider methods of recycling plastic bottles and to choose an appropriate glue component and mechanism of construction in order to emphasize connections with learning outcomes of technology education and chemistry education. Through the results of a trial lesson with the gaming material, we confirmed the educational effectiveness of the game.

KEYWORDS

science education, upper secondary education, problem-solving, e-learning, simulation and gaming, scientific ways of viewing and thinking, checklist for designing gaming materials

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