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Peel, Amanda; Sadler, Troy D.; Friedrichsen, Patricia – Journal of Science Education and Technology, 2022
Computing has become essential in modern-day problem-solving, making computational literacy necessary for practicing scientists and engineers. However, K-12 science education has not reflected this computational shift. Integrating computational thinking (CT) into core science courses is an avenue that can build computational literacies in all…
Descriptors: Computation, Thinking Skills, Problem Solving, Science Education
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Clark, Douglas B.; Sengupta, Pratim – Interactive Learning Environments, 2020
This paper situates a critical review of studies that we have conducted within the broader research literature to analyze the affordances of integrating modeling within disciplinarily-integrated games from computational thinking and science as practice perspectives. Across the studies, the analyses pursue two themes: (a) the role of agent-based…
Descriptors: Game Based Learning, Thinking Skills, Computer Games, Science Education
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Sánchez, Carles; Ramos, Oriol; Márquez, Patricia; Marti, Enric; Rocarias, Jaume; Gil, Debora – Journal of Technology and Science Education, 2015
The first years in engineering degree courses are usually made of large groups with a low teacher-student ratio. Overcrowding in classrooms hinders continuous assessment much needed to promote independent learning. Therefore, there is a need to apply some kind of automatic evaluation to facilitate the correction of exercises outside the classroom.…
Descriptors: Integrated Learning Systems, Databases, Programming Languages, Comparative Analysis
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Aivelo, Tuomas; Uitto, Anna – LUMAT: International Journal on Math, Science and Technology Education, 2016
Games have been used for a long time in teaching and learning. The increasing use of mobile phones makes it possible to link learning outside the classroom with augmented reality (AR). We tested how well the learning of conceptual models can be facilitated by AR games. We present a game designed for the in-service teacher-training workshop to…
Descriptors: Biology, Evolution, Computer Games, Educational Games
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Martinez-Garza, Mario; Clark, Douglas B.; Nelson, Brian C. – Studies in Science Education, 2013
This review synthesises research on digital games and science learning as it supports the goals for science proficiency outlined in the report by the US National Research Council on science education reform. The review is organised in terms of these research-based goals for science proficiency in light of their alignment with current science…
Descriptors: Computer Games, Video Games, Science Education, Science Achievement
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Brake, Mark; Griffiths, Martin – Physics Education, 2009
Radio broadcasting offers a unique opportunity to reach the public and facilitate their entertainment and education. In this vein, a series of high profile lectures in honour of Sir John Reith was initiated by the BBC in 1948 as a way of introducing the public to some of the greatest scientists of the age, enabling such thinkers to spread a…
Descriptors: Radio, Programming (Broadcast), Scientists, Science History
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Klopfer, Eric; Scheintaub, Hal; Huang, Wendy; Wendel, Daniel; Roque, Ricarose – E-Learning, 2009
StarLogo The Next Generation (TNG) enables secondary school students and teachers to model decentralized systems through agent-based programming. TNG's inclusion of a three-dimensional graphical environment provides the capacity to create games and simulation models with a first-person perspective. The authors theorize that student learning of…
Descriptors: Curriculum Development, Creative Thinking, Secondary School Students, Pilot Projects
Peterson, Andrew J. – 1993
A case study is presented of the use of educational multimedia. In the spring of 1992, a high school student produced an interactive multimedia project for the California State History Fair. This project, which dealt with Columbus, was developed on the Macintosh platform. Other software and hardware used are described. The artist (developer) began…
Descriptors: Case Studies, Computer Assisted Instruction, Computer Software Development, High School Students