Interactive Fiction for Game-Based Learning and Science Anxiety Reduction
Conference Tracks
Teaching with Technology – Research
Abstract
This poster presents a literature overview, an explanation of the research methodology designed, and the research goals of an in-progress undergraduate research project. This project is investigating the effectiveness of low-cost, student-developed interactive fiction as a form of Game-Based Learning (Gee 2013) as a potential method to address and lower student science anxiety (Mallow 2006) when participating in a multi-week introductory biology lab, similar to the approach taken by Crocco, Offenholly, and Hernandez (2016), which found found that implementation of GBL in STEM may increase student performance by offsetting anxiety
Session Format
Poster
Publication Type and Release Option
Image (Open Access)
Recommended Citation
Conner, Amanda G., "Interactive Fiction for Game-Based Learning and Science Anxiety Reduction" (2022). SoTL Commons Conference. 89.
https://digitalcommons.georgiasouthern.edu/sotlcommons/SoTL/2022/89
Interactive Fiction for Game-Based Learning and Science Anxiety Reduction
This poster presents a literature overview, an explanation of the research methodology designed, and the research goals of an in-progress undergraduate research project. This project is investigating the effectiveness of low-cost, student-developed interactive fiction as a form of Game-Based Learning (Gee 2013) as a potential method to address and lower student science anxiety (Mallow 2006) when participating in a multi-week introductory biology lab, similar to the approach taken by Crocco, Offenholly, and Hernandez (2016), which found found that implementation of GBL in STEM may increase student performance by offsetting anxiety