Title: Educational design: bridging the gap between computer-based learning and experimental learning environments
Author: Kristine Andersen, Claus Witfelt
Department of Curriculum Research, Research Program for Media and ICT in a Learning Perspective, The Danish University of Education, Emdrupvej 101, DK-2400 Copenhagen NV, Denmark.
Department of Curriculum Research, Research Program for Media and ICT in a Learning Perspective, The Danish University of Education, Emdrupvej 101, DK-2400 Copenhagen NV, Denmark
Journal: Int. J. of Continuing Engineering Education and Life-Long Learning, 2005 Vol.15, No.1/2, pp.5 - 18
Abstract: Of the rapidly growing amount of digital educational material, very little bridges the gap between experimental learning environments and computer-based learning environments. In this paper, a concept that bridges this gap is presented. The concept is based on observations in the subject of home economics in Danish primary and lower secondary school. The work is based on the theory of flow, storyline and computer games. The concept is exemplified by a prototype of a MOO storyline. The prototype proposes a way to integrate the technology in a way that makes use of children's natural curiosity and motivation for game playing combined with the joy of working with food and thus is a step on the road to producing a learning resource in an area that until now has been dominated by electronic recipe managers and digital health-tracking managers.
Keywords: home economics; food; nutrition; meal planning; IT integration; MOO environments; storyline; flow; enjoyment; educational design; computer-based learning; experimental learning; Denmark; primary education; secondary education; computer games; learning resource; online learning; e-learning; information technology.