BubbleMumble: A Serious Game for the Dissemination of Scientific Results in Secondary Schools

被引:0
|
作者
Signa, Alessandro [1 ,2 ]
Gentile, Manuel [1 ,3 ]
Picciotto, Sabrina [4 ]
Cusimano, Antonella [4 ]
Perna, Salvatore [1 ,2 ]
机构
[1] Natl Res Council Italy CNR, Inst Educ Technol ITD, Palermo, Italy
[2] Univ Palermo, Dept Engn, Palermo, Italy
[3] Univ Turin, Dept Comp Sci, Turin, Italy
[4] Natl Res Council Italy CNR, Inst Res & Biomed Innovat IRIB, Palermo, Italy
关键词
Serious Game; Dissemination; GBL; EMPIRICAL-EVIDENCE; COMPUTER GAMES; ENGAGEMENT; EDUCATION;
D O I
10.5220/0011043000003182
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
Disseminating the scientific results of a project, especially to young audiences such as secondary school students, is a difficult task. Often the worlds of research and school are so far apart in terms of communication that there is a risk of dissipating dissemination efforts without achieving satisfactory results. Serious Games are a tool that can respond to this problem by providing a fun and effective environment that is very close to the world of young people, and that uses familiar language through which the educational content can be conveyed. In this paper, we will present BubbleMumble, a Serious Game designed and implemented to disseminate the results of the European project VES4US. We will also describe the project together with its dissemination objectives, and finally, we will present the results of an experiment on the use of the serious game involving 131 students of the secondary school.
引用
收藏
页码:467 / 474
页数:8
相关论文
共 50 条
  • [1] The use of the Serious Game for scientific dissemination: The BubbleMumble case study
    Allegra, Mario
    Bongiovanni, Antonella
    Città, Giuseppe
    Cusimano, Antonella
    Grande, Valentina Dal
    Gentile, Manuel
    Kisslinger, Annamaria
    Guardia, Dario La
    Liguori, Giovanna
    Presti, Fabrizio Lo
    Perna, Salvatore
    Picciotto, Sabrina
    Ottaviano, Simona
    Sala, Carla
    Signa, Alessandro
    [J]. Mondo Digitale, 2021, 20 (92):
  • [2] DEVELOPING A SERIOUS GAME FOR TEACHING HISTORY IN SECONDARY SCHOOLS
    Szabo, Richard Peter
    [J]. DISCO 2021: ACTIVE LEARNING IN DIGITAL ERA, 2021, : 165 - 173
  • [3] The scientific trend in secondary schools
    Downing, ER
    [J]. SCIENCE, 1915, 41 : 232 - 235
  • [4] MATHEMATICAL TALENT OF STUDENTS IN SCIENTIFIC SECONDARY SCHOOLS AND CLASSICAL SECONDARY SCHOOLS
    WENDELER, J
    [J]. SCHULE AND PSYCHOLOGIE, 1969, 16 (06): : 161 - 168
  • [5] The dissemination of scientific information in government schools as a factor of social innovation
    Santos, Alessandra de Souza
    Figueiredo, Frederico Carvalho
    [J]. ATOZ-NOVAS PRATICAS EM INFORMACAO E CONHECIMENTO, 2020, 9 (01): : 85 - 93
  • [6] Using a Serious Game in public schools for training fire evacuation procedures
    de Carvalho, Paulo V. Rodrigues
    Ranauro, Darcio O.
    Abreu Mol, Gabriel M. S.
    Jatoba, Alessandro
    de Siqueira, Ana P. Legey
    de Abreu Mol, Antonio C.
    [J]. INTERNATIONAL JOURNAL OF SERIOUS GAMES, 2022, 9 (03): : 125 - 139
  • [7] The scientific heritage of Portuguese secondary schools: a historical approach
    Gomes, Ines
    [J]. PAEDAGOGICA HISTORICA, 2018, 54 (04) : 468 - 484
  • [8] Science communication in video games: a case study of the game as a resource for scientific dissemination
    Gutierrez-Manjon, Sergio
    [J]. DOCUMENTACION DE LAS CIENCIAS DE LA INFORMACION, 2023, 46 (01): : 57 - 65
  • [9] The dissemination of scientific information as a guarantee of the legitimacy of the results of clinical trials
    dos Angelos Cedro, Larissa Ferreira
    Gottschalg-Duque, Claudio
    [J]. RDBCI-REVISTA DIGITAL DE BIBLIOTECONOMIA E CIENCIA DA INFORMACAO, 2020, 18