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Extra-curricular Enrichment

Digital Gaming for Education

Learning science and technology by playing video games? That’s the premise behind R.E.Power (Renewable Energy Power), a virtual environment where users can learn about alternative energy in Hawaii. isisHawaii partnered with multimedia experts from Hyperspective Studios to see if virtual gaming can be an effective tool for technical training and education using high-quality graphics and immersive game play.

Initial focus testing with juniors from Farrington High School’s technology class (led by Ms. Diane Tom-Ogata) was extremely promising. Post-surveyed responses showed a high retention rate for science and technical information. Users also indicated a strong desire to learn more about renewable energy due to the digital gaming format. 95% would like to see it used in their science classes to supplement traditional textbook/lecture-type instruction.

Future technical development will include a customizable gaming option for teachers to integrate information specific to their classroom objectives and grade level benchmarks.

Start-up funding was provided by a grant from the Office of Naval Research through the Hawaii Technology Development Venture, a project under the Pacific International Center for High Technology Research, an independent Hawaii-based not-for-profit organization.

Discussion

2 Responses to “Digital Gaming for Education”

  1. Pretty nice post. I just stumbled upon your blog and wanted to say that I have really enjoyed browsing your blog posts. In any case I’ll be subscribing to your feed and I hope you write again soon!

    Posted by mikerosss | 21. May, 2011, 11:31 am
    • Thanks for the props! Stills did not capture the intensity of student engagement. Wish we videotaped the focus test — students were asking to use the app at home…imagine that! ASKING for homework…

      Posted by isisHawaii | 26. May, 2011, 1:45 pm

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