Taking educational games to the afterschool: Teens and researchers on a quest in collaborative design-based research

Jacob Dayan, Yael Kali

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

In our ever-ending quest to promote science education, can we take educational games to the afterschool? Following the modus-operandi of the Israeli Scouts, two motivated teens (whom we call Cyberscouts) volunteered to join a collaborative design-based research (which we entitle as 'co-DBR'). Our shared objective is to design an effective model to bring educational games to the afterschool. This article reports the findings of the first iteration of the Cyberscouts model, in which the Cyberscout leaders designed and implemented the process of bringing the Quest Atlantis educational game to an afterschool setting. We find that the teens' ability to view the process "like a 10 year old" had a strong impact on the refinement of the model. We conclude that the novel co-DBR approach has the potential to serve as both a productive pedagogical approach, and as an added value to DBR methodology.

Original languageEnglish
Title of host publicationConnecting Computer-Supported Collaborative Learning to Policy and Practice
Subtitle of host publicationCSCL 2011 Conf. Proc. - Short Papers and Posters, 9th International Computer-Supported Collaborative Learning Conference
Pages651-655
Number of pages5
StatePublished - 2011
Event9th International Computer-Supported Collaborative Learning Conference: Connecting Computer-Supported Collaborative Learning to Policy and Practice, CSCL 2011 - Hong Kong, China
Duration: 4 Jul 20118 Jul 2011

Publication series

NameConnecting Computer-Supported Collaborative Learning to Policy and Practice: CSCL 2011 Conf. Proc. - Short Papers and Posters, 9th International Computer-Supported Collaborative Learning Conf.
Volume2

Conference

Conference9th International Computer-Supported Collaborative Learning Conference: Connecting Computer-Supported Collaborative Learning to Policy and Practice, CSCL 2011
Country/TerritoryChina
CityHong Kong
Period4/07/118/07/11

ASJC Scopus subject areas

  • Computer Networks and Communications
  • Computer Science Applications

Fingerprint

Dive into the research topics of 'Taking educational games to the afterschool: Teens and researchers on a quest in collaborative design-based research'. Together they form a unique fingerprint.

Cite this