Computer game development as a literacy activity
Computers & Education
Multiplayer online games as educational tools: Facing new challenges in learning
Computers & Education
Students' perceptions about the use of video games in the classroom
Computers & Education
Children's choices and strategies in video games
Computers in Human Behavior
Computers in Human Behavior
Edutainment robotics as learning tool
Transactions on Edutainment III
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In this paper, we present an Edutainment (education plus entertainment) secondary school setting based on the construction of artifacts and manipulation of virtual contents (images, sound, and music) connected to Chaos. This interactive learning environment also foresees the use of a virtual theatre, by which students can manipulate 3D contents (parameterized models of expressive faces called ''Talking Heads''), in order to realize a computer performance on the explanation of Chaos concepts. After an entry assessment of subjects' information on Chaos, 30 high school students aged between 16 and 18 have manipulated real and virtual objects related to Chua's circuit. Then they have written a script on Chaos topic, manipulated the Talking Heads for the realization of a virtual theatre performance, and filled a Chaos knowledge questionnaire and a motivation test. The control group (30 students) has attended traditional lessons on Chaos, and compiled the same tests. Results enhance the great potentiality of the realized setting for science education and motivation. In particular, very positive results in learning, as well as an increase of motivation linked to interest/enjoyment and competence, have been demonstrated.