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This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License
Article
Author(s)
Hodaka Taguchi, Toshiki Matsuda
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DOI:10.17265/2161-623X/2016.05.001
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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