Publication Type : Conference Paper
Thematic Areas : Humanitarian-Robotics-HCI
Publisher : Emerging Research in Computing, Information, Communication and Applications, Springer India, New Delhi.
Source : Emerging Research in Computing, Information, Communication and Applications, Springer India, New Delhi, p.89–98 (2016)
ISBN : 9788132225539
Campus : Amritapuri
School : Center for Gender Equality and Women Empowerment, Department of Social Work
Center : Ammachi labs, E-Learning
Department : Social Work
Year : 2016
Abstract : Technology in the classroom is changing the way educators teach. When a serious game is combined with a pedagogical learning strategy the probability of learning and synthesizing new concepts can become much greater. In this work we take the concept of learning about one's carbon footprint and combine it with the step by step process of Bloom's Taxonomy, a proven and well-established learning method, and incorporate it into a serious game. The objective is to demonstrate that learning in this way will result in higher learning motivation and a better understanding of the subject matter. In the game the player needs to reduce their carbon footprint in an office building. Unlike in a traditional classroom where the student is only a receiver of knowledge, in this serious game the student has a more direct experience of the subject, eliciting good decision making and improving subject comprehension.
Cite this Research Publication : U. V. Archana, Rajeshwaran, A., McLain, M. L., Kamal Bijlani, Rao, B., and Jayakrishnan, R., “Game Based Learning to Reduce Carbon Foot Print”, in Emerging Research in Computing, Information, Communication and Applications, New Delhi, 2016, pp. 89–98.