Walking the Pens: A Case Study of Secondary Agriculture Teachers’ Experiences Using a Serious Digital Game in an Introductory Animal Science Course

In a world where knowledge is a click away, today’s students need information delivered in ways that meet their expectations as digital natives. Serious digital games are one way to meet the demand. This particularistic case study sought to understand agriculture teachers’ experiences using a seriou...

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Bibliographic Details
Main Authors: J. C. Bunch, Angela W. Webb, J. Shane Robinson
Format: Article
Language:English
Published: Mississippi State University 2015-02-01
Series:Journal of Human Sciences and Extension
Subjects:
Online Access:http://media.wix.com/ugd/c8fe6e_00b8b76f4aa6438ba54ff0b552405c30.pdf
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spelling doaj-af80ff513ef4467e8a042999353923002020-11-25T02:54:04ZengMississippi State UniversityJournal of Human Sciences and Extension2325-52262325-52262015-02-01311731Walking the Pens: A Case Study of Secondary Agriculture Teachers’ Experiences Using a Serious Digital Game in an Introductory Animal Science CourseJ. C. Bunch0Angela W. Webb1J. Shane Robinson2Louisiana State UniversityLouisiana State UniversityOklahoma State UniversityIn a world where knowledge is a click away, today’s students need information delivered in ways that meet their expectations as digital natives. Serious digital games are one way to meet the demand. This particularistic case study sought to understand agriculture teachers’ experiences using a serious digital game in an introductory animal science course. Three themes emerged from the data collected: 1) the real-world context provided by the game; 2) the game’s potential to promote students’ agricultural awareness; and 3) teachers’ positioning of the game as a secondary teaching approach. Based on these findings, it can be recommended that professional development opportunities be created for teachers to learn how to use serious digital games more effectively in other situations. Inservice workshops focused on using digital games as a primary approach to teaching secondary agricultural education curricula, especially when simulations are necessary for teaching content. Because agricultural literacy was an unintended outcome, future research should focus intentionally on the impact serious digital games have on agricultural literacy.http://media.wix.com/ugd/c8fe6e_00b8b76f4aa6438ba54ff0b552405c30.pdfserious digital gameagriculture teachersanimal sciencesecondary classroom
collection DOAJ
language English
format Article
sources DOAJ
author J. C. Bunch
Angela W. Webb
J. Shane Robinson
spellingShingle J. C. Bunch
Angela W. Webb
J. Shane Robinson
Walking the Pens: A Case Study of Secondary Agriculture Teachers’ Experiences Using a Serious Digital Game in an Introductory Animal Science Course
Journal of Human Sciences and Extension
serious digital game
agriculture teachers
animal science
secondary classroom
author_facet J. C. Bunch
Angela W. Webb
J. Shane Robinson
author_sort J. C. Bunch
title Walking the Pens: A Case Study of Secondary Agriculture Teachers’ Experiences Using a Serious Digital Game in an Introductory Animal Science Course
title_short Walking the Pens: A Case Study of Secondary Agriculture Teachers’ Experiences Using a Serious Digital Game in an Introductory Animal Science Course
title_full Walking the Pens: A Case Study of Secondary Agriculture Teachers’ Experiences Using a Serious Digital Game in an Introductory Animal Science Course
title_fullStr Walking the Pens: A Case Study of Secondary Agriculture Teachers’ Experiences Using a Serious Digital Game in an Introductory Animal Science Course
title_full_unstemmed Walking the Pens: A Case Study of Secondary Agriculture Teachers’ Experiences Using a Serious Digital Game in an Introductory Animal Science Course
title_sort walking the pens: a case study of secondary agriculture teachers’ experiences using a serious digital game in an introductory animal science course
publisher Mississippi State University
series Journal of Human Sciences and Extension
issn 2325-5226
2325-5226
publishDate 2015-02-01
description In a world where knowledge is a click away, today’s students need information delivered in ways that meet their expectations as digital natives. Serious digital games are one way to meet the demand. This particularistic case study sought to understand agriculture teachers’ experiences using a serious digital game in an introductory animal science course. Three themes emerged from the data collected: 1) the real-world context provided by the game; 2) the game’s potential to promote students’ agricultural awareness; and 3) teachers’ positioning of the game as a secondary teaching approach. Based on these findings, it can be recommended that professional development opportunities be created for teachers to learn how to use serious digital games more effectively in other situations. Inservice workshops focused on using digital games as a primary approach to teaching secondary agricultural education curricula, especially when simulations are necessary for teaching content. Because agricultural literacy was an unintended outcome, future research should focus intentionally on the impact serious digital games have on agricultural literacy.
topic serious digital game
agriculture teachers
animal science
secondary classroom
url http://media.wix.com/ugd/c8fe6e_00b8b76f4aa6438ba54ff0b552405c30.pdf
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