Publication Type:

Book Chapter

Source:

Emerging Research in Computing, Information, Communication and Applications: ERCICA 2015, Volume 2, Springer India, New Delhi, p.89–98 (2016)

ISBN:

9788132225539

URL:

http://dx.doi.org/10.1007/978-81-322-2553-9_9

Keywords:

Blooms taxonomy, Carbon footprint, Green house gases, Serious game, Sustainable practices

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., Bijlani, K., Rao R. Bhavani, and Jayakrishnan, R., “Game Based Learning to Reduce Carbon Foot Print”, in Emerging Research in Computing, Information, Communication and Applications: ERCICA 2015, Volume 2, N. R. Shetty, Prasad, N. H., and Nalini, N. New Delhi: Springer India, 2016, pp. 89–98.

It appears your Web browser is not configured to display PDF files. Download adobe Acrobat or click here to download the PDF file.

207
PROGRAMS
OFFERED
6
AMRITA
CAMPUSES
15
CONSTITUENT
SCHOOLS
A
GRADE BY
NAAC, MHRD
8th
RANK(INDIA):
NIRF 2018
150+
INTERNATIONAL
PARTNERS