Learning by Playing and Learning by Making
Serious video games have been proposed as a means to engage students with the Science, Technology,
Engineering, Mathematics (STEM) curric-ulum, but there is limited research on the required game elements and teaching
practices. In particular, there is limited evidence on the effects of the storytelling element and of student involvement in
making games on the learning performance and on the attitudes of the students. For this purpose, we designed a between groups
experiment with eighty students (12 to 13 years old). They formed three equivalent groups of twenty students each who practiced
with a serious game in three different ways. The first group played the storytelling game, the second played the same game but
with no story, and the third was engaged with modifying the game code. Finally, the last (control) group practiced
traditionally by solving exercises on paper. We found that girls with low grades benefited the most by playing the game and by
engaging with the code and that the game making group wishes to repeat the exercise. Further research should perform similar
studies with a focus on involving students in serious game modification, over longer periods of time and for additional
curriculum topics.
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DOI
Garneli, V., Giannakos, M.N., Chorianopoulos, K., and Jaccheri, L. 2013. Learning by Playing and Learning by Making. 4th International Conference on Serious Games Development and Applications (SGDA 2013), Trondheim, Norway on 25-27 September 2013., 76–85.BibTeX
Garneli, V., Giannakos, M.N., Chorianopoulos, K., and Jaccheri, L. 2013. Learning by Playing and Learning by Making. 4th International Conference on Serious Games Development and Applications (SGDA 2013), Trondheim, Norway on 25-27 September 2013., 76–85.