Learning by Creating Educational Exergames: Creative Pedagogy That Gets Students Moving
Capitolo di libro
Data di Pubblicazione:
2014
Abstract:
With the rapid social, economic, and technological changes currently taking place
in our society, collaboration skills and creativity are nowadays seen as basic
survival and success factors. Technology-driven changes are also generating new
challenges in the knowledge society. For example, the widening gap between daily
information-centered activities carried out inside and outside school is undermining
students' engagement in school studies. What's more, they are leading increasingly
sedentary lifestyles and consequently obesity is becoming an increasing problem in
many countries. So there is a clear call for educators to introduce innovative
learning solutions and practices that engage students, support the development of
21st century skills, and increase the level of physical activity performed in schools.
In this paper we propose a new pedagogical approach, learning by creating
educational exergames, an approach that entails user-generated content and gets
children moving during school hours. We report the results of a pilot study in
which students created educational exergames for their peers. The aim was to
explore what happens when the learning-by-creating-educational-exergames
approach is introduced in primary school and how students experience the creation
of educational exergames. The results clearly indicate that this innovative
approach can be successfully implemented in classroom teaching, it can make the
school day more physically active, and help to engage and motivate students.
Tipologia CRIS:
02.01 Contributo in volume (Capitolo o Saggio)
Keywords:
creative pedagogy; exergames; learning
Elenco autori:
Earp, JEFFREY RONALD
Link alla scheda completa:
Titolo del libro:
Finnish Innovations and Technologies in Schools