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Using Digital Games in Virtual Classrooms to Make Attitudinal Learning Motivating and Engaging

Using Digital Games in Virtual Classrooms to Make Attitudinal Learning Motivating and Engaging
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Author(s): Shamila Janakiraman (Purdue University, USA)
Copyright: 2021
Pages: 23
Source title: Handbook of Research on Transforming Teachers’ Online Pedagogical Reasoning for Engaging K-12 Students in Virtual Learning
Source Author(s)/Editor(s): Margaret L. Niess (Oregon State University, USA)and Henry Gillow-Wiles (Oregon State University, USA)
DOI: 10.4018/978-1-7998-7222-1.ch012

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Abstract

The COVID-19 global pandemic has made it difficult for schools to conduct in-person learning, pushing educators to think innovatively to create digital classrooms and engage K-12 learners. This chapter will provide best practices and pedagogical reasoning into the use of digital game-based learning (DGBL) for attitudinal instruction in virtual classrooms of middle and high school students. When it comes to teaching socio-scientific topics, providing cognitive knowledge is not the only goal of education. Young learners need to develop appropriate attitudes and behaviors to ensure the holistic development of their personality. This is where DGBL has been found to be an effective instructional activity. Although the focus of this chapter is on using DGBL in environmental sustainability education, it provides implications that are applicable to other socio-scientific topics as well.

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