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Angelos Sofianidis; Christos Skraparlis; Nayia Stylianidou – Journal of Science Education and Technology, 2024
This paper presents and discusses the inclusive inquiry-based alternate reality game (IB-ARGI) approach, a pedagogical gamified approach supporting inclusive contemporary educational contexts. The IB-ARGI approach comprises Inquiry-based Learning, Alternate Reality Games, Universal Design for Learning and Augmented Reality technology in order to…
Descriptors: Inquiry, Access to Education, Computer Simulation, Computer Games
Bodzin, Alec; Junior, Robson Araujo; Hammond, Thomas; Anastasio, David – Journal of Science Education and Technology, 2021
An immersive virtual reality (iVR) game for high school students to learn about locations in their watershed with a primary focus on their city was designed and developed, employing a design model that focuses on flow. An exploratory study with the iVR game was conducted in an urban school in the eastern USA with 57 adolescents ages 16-18 from a…
Descriptors: High School Students, Computer Games, Computer Simulation, Place Based Education
Moore, Tamara J.; Brophy, Sean P.; Tank, Kristina M.; Lopez, Ruben D.; Johnston, Amanda C.; Hynes, Morgan M.; Gajdzik, Elizabeth – Journal of Science Education and Technology, 2020
Computational thinking requires high cognitive load as students work to manage multiple tasks in their problem-solving environment. Through research in K-2 classrooms on computational thinking, we noticed that students lack the representational fluency needed to move from one form to another--such as moving from physical to more abstract…
Descriptors: Thinking Skills, Grade 2, Task Analysis, Elementary School Students
Hawkins, Ian; Ratan, Rabindra; Blair, Denice; Fordham, Joseph – Journal of Science Education and Technology, 2019
Science, technology, engineering, and mathematics (STEM) education has become an essential part of school curricula and is crucial to filling future jobs, so research examining ways to increase STEM motivations is essential. While an abundance of research has examined STEM in relation to traditional media, research examining the impact of digital…
Descriptors: Sex Role, Sex Stereotypes, Computer Games, Educational Games
Srisawasdi, Niwat; Panjaburee, Patcharin – Journal of Science Education and Technology, 2019
Many studies have used the potential of computer games to promote students' attitudes toward learning and increase their learning performance. A few studies have transformed scientific content into computer games or developed games with scientific content. In this paper, we employed students' common misconceptions of chemistry regarding the…
Descriptors: Program Implementation, Computer Games, Active Learning, Inquiry
Bressler, Denise M.; Bodzin, Alec M.; Eagan, Brendan; Tabatabai, Sara – Journal of Science Education and Technology, 2019
According to the National Research Council, the ability to collaboratively solve problems is of the utmost importance in scientific careers, yet students are not exposed to learning experiences that promote such expertise. Recent studies have found that interdependent roles used within collaborative mobile games are an effective way to scaffold…
Descriptors: Network Analysis, Epistemology, Computer Games, Cooperation
Wallon, Robert C.; Jasti, Chandana; Lauren, Hillary Z. G.; Hug, Barbara – Journal of Science Education and Technology, 2018
Argumentation has been emphasized in recent US science education reform efforts (NGSS Lead States 2013; NRC 2012), and while existing studies have investigated approaches to introducing and supporting argumentation (e.g., McNeill and Krajcik in "Journal of Research in Science Teaching," 45(1), 53-78, 2008; Kang et al. in "Science…
Descriptors: Science Instruction, Persuasive Discourse, Teaching Methods, Computer Games
Gnidovec, Tanja; Žemlja, Mojca; Dolenec, Andreja; Torkar, Gregor – Journal of Science Education and Technology, 2020
Learning the basics of human anatomy is challenging for schoolchildren due to its three-dimensional nature and complexity as a system. This study created educational materials for learning about and teaching the human circulatory system based on augmented reality (AR) technology and a structure-behavior-function (SBF) model, including 2D/3D…
Descriptors: Computer Simulation, Anatomy, Human Body, Teaching Methods
Lamb, Richard L. – Journal of Science Education and Technology, 2016
Within the last 10 years, new tools for assisting in the teaching and learning of academic skills and content within the context of science have arisen. These new tools include multiple types of computer software and hardware to include (video) games. The purpose of this study was to examine and compare the effect of computer learning games in the…
Descriptors: Cognitive Processes, Computation, Models, Science Laboratories
Leonard, Jacqueline; Buss, Alan; Gamboa, Ruben; Mitchell, Monica; Fashola, Olatokunbo S.; Hubert, Tarcia; Almughyirah, Sultan – Journal of Science Education and Technology, 2016
This paper describes the findings of a pilot study that used robotics and game design to develop middle school students' computational thinking strategies. One hundred and twenty-four students engaged in LEGO® EV3 robotics and created games using Scalable Game Design software. The results of the study revealed students' pre-post self-efficacy…
Descriptors: Robotics, Design, Self Efficacy, Student Attitudes
Bergey, Bradley W.; Ketelhut, Diane Jass; Liang, Senfeng; Natarajan, Uma; Karakus, Melissa – Journal of Science Education and Technology, 2015
The primary aim of the study was to examine whether performance on a science assessment in an immersive virtual environment was associated with changes in scientific inquiry self-efficacy. A secondary aim of the study was to examine whether performance on the science assessment was equitable for students with different levels of computer game…
Descriptors: Middle School Students, Inquiry, Self Efficacy, Computer Games
Bass, Kristin M.; Hu Dahl, Ingrid; Panahandeh, Shirin – Journal of Science Education and Technology, 2016
Numerous studies have indicated a need for a diverse workforce that is more highly educated in STEM and ICT fields, and one that is capable of responding creatively to demands for continual innovation. This paper, in response, chronicles the implementation of the Digital Pathways (DP) program, a two-time ITEST recipient and an ongoing initiative…
Descriptors: STEM Education, Minority Group Students, Low Income Groups, Design
Gilliam, Melissa; Jagoda, Patrick; Fabiyi, Camille; Lyman, Phoebe; Wilson, Claire; Hill, Brandon; Bouris, Alida – Journal of Science Education and Technology, 2017
This project developed and studied "The Source," an alternate reality game (ARG) designed to foster interest and knowledge related to science, technology, engineering, and math (STEM) among youth from populations underrepresented in STEM fields. ARGs are multiplayer games that engage participants across several media such as shared…
Descriptors: Simulated Environment, Educational Technology, Technology Uses in Education, Informal Education
Klisch, Yvonne; Miller, Leslie M.; Wang, Shu; Epstein, Joel – Journal of Science Education and Technology, 2012
This study investigated the knowledge gains and attitude shifts attributable to a unique online science education game, "Uncommon Scents." The game was developed to teach middle school students about the biological consequences of exposure to toxic chemicals in an environmental science context, as well as the risks associated with abusing these…
Descriptors: Middle School Students, Negative Attitudes, Inhalants, Attitude Change