In this article, I present my experience with integrating an alternate reality gaming (ARG) framework into a pre-service science teacher education course. My goal is to provide an account of my experiences that can inform other science education practitioners at the tertiary and secondary levels that wish to adopt a similar approach in their classes. A game was designed to engage pre-service teachers with issues surrounding the declining enrolments in science, technology, engineering and mathematics disciplines (i.e., the STEM crisis; Tytler, 2007) and ways of re-engaging learners with STEM subjects. The use of ARG in science education is highly innovative. Literature on the use of ARG for educational purposes is scarce; therefore, I have drawn on a range of available literature on gaming and ARG to define what it is and to suggest how it can be included in school science classrooms. [ABSTRACT FROM AUTHOR]
CITATION STYLE
Practical considerations for integrating alternate reality gaming into science education. (2012). Teaching Science. Retrieved from http://eprints.qut.edu.au/53903/
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