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Gaydos, Matthew J.; Squire, Kurt D. – Cultural Studies of Science Education, 2012
Research has shown that video games can be good for learning, particularly for STEM topics. However, in order for games to be scalable and sustainable, associated research must move beyond considerations of efficacy towards theories that account for classroom ecologies of students and teachers. This study asks how a digital game called "Citizen…
Descriptors: Science and Society, STEM Education, Predictor Variables, Use Studies

Brush, Thomas; Saye, John – Educational Technology Research and Development, 2000
Explores the issues involved in implementing a technology-enhanced student-centered unit in order to provide recommendations to improve and enhance these types of learning activities. Results suggest that a variety of factors impact the success or failure of student-centered activities, including student orientation to the unit problem, student…
Descriptors: Activity Units, Case Studies, Computer Assisted Instruction, Computer Uses in Education