Abstract
This paper looks at the conceptual differences between video game learning and traditional classroom and laboratory learning. It explores the notion of virtual experience by comparing a commonly used high school laboratory protocol on DNA extraction with a similar experience provided by a biotechnology themed video game. When considered conceptually, the notion of virtual experience is not limited to those experiences generated by computer aided technology, as with a video game or computer simulation. The notion of virtuality can apply to many real world experiences as well. It is proposed that the medium of the learning experience, be it video game or classroom, is not an important distinction to consider; instead, we should seek to determine what kinds of meaningful experiences apply for both classrooms and video games.
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This work was supported by a grant (DRL-0833521) from the National Science Foundation.
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Barko, T., Sadler, T.D. Practicality in Virtuality: Finding Student Meaning in Video Game Education. J Sci Educ Technol 22, 124–132 (2013). https://doi.org/10.1007/s10956-012-9381-0
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DOI: https://doi.org/10.1007/s10956-012-9381-0