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Cognitive aspects of creativity: Science learning through serious educational games

  • Leonard A. Annetta
  • , Shawn Y. Holmes
  • , David Vallett
  • , Matthew Fee
  • , Rebecca Cheng
  • , Richard Lamb
  • George Mason University
  • University of Regina

Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review

7 Scopus citations

Abstract

Teams of some of the most imaginative people develop successful commercial video games. The design processes for successful video games permit critical thinking and innovative thought. The integration ofSerious Educational Games (SEG) (Annetta, 2008) into science curriculum was once thought an impossibility, but through several years of work, and funding by the National Science Foundation, it has now become a reality. Using a constructionist approach to science education and SEG development has the potential to impact the process of science learning rather than science content learning alone. Taking it a step further, we ask how can SEG design foster creativity in high school science students? In this chapter, we will sharesome of the theory that drives SEG development, the SEG development steps, and the results from one high school science class development exercises.

Original languageEnglish
Title of host publicationTeaching Creatively and Teaching Creativity
PublisherSpringer New York
Pages53-62
Number of pages10
ISBN (Electronic)9781461451853
ISBN (Print)9781461451846
DOIs
StatePublished - Jan 1 2013

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