Graduation Year

2019

Document Type

Dissertation

Degree

Ph.D.

Degree Name

Doctor of Philosophy (Ph.D.)

Degree Granting Department

Curriculum and Instruction

Major Professor

Glenn G. Smith, Ph.D.

Co-Major Professor

Allan Feldman, Ph.D.

Committee Member

Jennifer Wolgemuth, Ph.D.

Committee Member

Sanghoon Park, Ph.D.

Keywords

climate change science, educational computer games, learning experiences, motivation, student's perception

Abstract

The purpose of this study is to explore high school students’ perceptions of learning climate change science through educational computer games. Further, it is aimed to investigate what roles educational computer games play in motivating students to learn climate change science. A qualitative case research design is used in this research to better understand and describe how educational computer games influence students’ perceptions of learning the climate change science and what roles these games play in motivating them to learn climate change science in the learning environment. A purposefully selected a high school teacher and her eight students are the study participants. A series of student and teacher interviews are used as a main source of data. Both deductive and inductive approaches are used to analyze the data using Gee’s principles about how games teach and Keller’s ARCS Theory of Motivation Model. The analysis of the data revealed that the educational computer games increased the students’ perceptions of learning climate change science. The findings also showed that the games have different characteristics to improve the students’ perceptions to learn climate change science. Interactivity, providing different learning styles, role playing, challenging, creating a realistic environment, and providing visual experiences to learn were the specific characteristics of the games used in this study. In addition, the analysis of the data revealed that the educational computer games increased the students’ motivation to learn climate change science. The findings showed that the games play various roles in motivating the students to learn. These roles were creating an engaging, interesting, focused learning environment; providing real-world connections and worth knowing information; and presenting the content in a challenging, but a fun way.

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