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Annetta, Leonard; Lamb, Richard; Bressler, Denise M.; Vallett, David B. – International Journal of Game-Based Learning, 2020
The purpose of this study was to identify the underlying cognitive attributes used during the design and development of science-based serious educational games. Study methods rely on a modification of cognitive diagnostics, item response theory, and Bayesian estimation with traditional statistical techniques such as factor analysis and model fit…
Descriptors: Educational Games, Cognitive Processes, Artificial Intelligence, 21st Century Skills
Vallett, David B.; Lamb, Richard; Annetta, Leonard – Journal of Science Education and Technology, 2018
This research represents an unforeseen outcome of the authors' National Science Foundation Innovation Technology Experiences for Students and Teachers (ITEST) program grant in science education. The grant itself focused on the use of serious educational games (SEGs) in the science classroom, both during and after school, to teach science content…
Descriptors: After School Programs, STEM Education, Educational Games, Science Instruction
Lamb, Richard; Annetta, Leonard; Vallett, David; Firestone, Jonah; Schmitter-Edgecombe, Maureen; Walker, Heather; Deviller, Nicole; Hoston, Douglas – Journal of Educational Research, 2018
Attention on P-20 science, technology, engineering, and mathematics (STEM) education has increased tremendously in recent years. Many efforts are underway to promote STEM major and career selection across the nation; specifically, in engineering and computer science. The authors' purpose was to examine an underlying profile combinations of latent…
Descriptors: STEM Education, Individual Development, Performance Factors, Career Choice
Sadler, Troy D.; Romine, William L.; Menon, Deepika; Ferdig, Richard E.; Annetta, Leonard – Science Education, 2015
This study explored student learning in the context of innovative biotechnology curricula and the effects of gaming as a central element of the learning experience. The quasi-experimentally designed study compared learning outcomes between two curricular approaches: One built around a computer-based game, and the other built around a narrative…
Descriptors: Biology, Biotechnology, Educational Games, Secondary School Science
Lamb, Richard; Annetta, Leonard; Vallett, David – Electronic Journal of Research in Educational Psychology, 2015
Introduction: Creativity is the production of the new, original, unique, and divergent products and ideas mediated through lateral thinking. Evidence suggests that high levels of creativity and fluency are important in the continued development of student interest, efficacy and ultimately career impact in the sciences. Method: In this study, 559…
Descriptors: Educational Games, Instructional Design, Science Instruction, Creative Thinking
Vallett, David; Annetta, Leonard; Lamb, Richard; Bowling, Brandy – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2014
Innovation is a term that has become widely used in education; especially as it pertains to technology infusion. Applying the corporate theory of diffusing innovation to educational practice is an innovation in itself. This mixed-methods study examined 38 teachers in a science educational gaming professional development program that provided…
Descriptors: Educational Games, Elementary School Teachers, Secondary School Teachers, Innovation
Annetta, Leonard; Vallett, David; Fusarelli, Bonnie; Lamb, Richard; Cheng, Meng-Tzu; Holmes, Shawn; Folta, Elizabeth; Thurmond, Brandi – Journal of Computers in Mathematics and Science Teaching, 2014
The purpose of this study was to examine the effect Serious Educational Games (SEGs) had on student interest in science in a federally funded game-based learning project. It can be argued that today's students are more likely to engage in video games than they are to interact in live, face-to-face learning environments. With a keen eye on…
Descriptors: Educational Games, Science Instruction, Student Interests, Learning Activities
Burton, Erin Peters; Frazier, Wendy; Annetta, Leonard; Lamb, Richard; Cheng, Rebecca; Chmiel, Margaret – Journal of Technology and Teacher Education, 2011
Cell phones are ever-present in daily life, yet vastly underused in the formal science classroom. The purpose of this study was to implement a novel learning tool on cell phones, Augmented Reality Games, and determine how the interaction influenced preservice teachers' content knowledge and self-efficacy of cell phone use in schools. Results show…
Descriptors: Preservice Teachers, Self Efficacy, Science Teachers, Pedagogical Content Knowledge
Annetta, Leonard; Murray, Marshall; Gull Laird, Shelby; Bohr, Stephanie; Park, John – Journal of Technology and Teacher Education, 2008
This article describes a graduate distance education course at North Carolina State University, which combined science content and pedagogy with video game design. The course was conducted entirely in a synchronous, online, Virtual Learning Environment (VLE) through the ActiveWorlds[TM] platform. Inservice teachers enrolled as graduate students in…
Descriptors: Graduate Students, Student Attitudes, Video Games, Distance Education
Annetta, Leonard; Mangrum, Jennifer; Holmes, Shawn; Collazo, Kimberly; Cheng, Meng-Tzu – International Journal of Science Education, 2009
The purpose of this study was to examine students' learning of simple machines, a fifth-grade (ages 10-11) forces and motion unit, and student engagement using a teacher-created Multiplayer Educational Gaming Application. This mixed-method study collected pre-test/post-test results to determine student knowledge about simple machines. A survey…
Descriptors: Elementary School Students, Video Games, Educational Games, Learning Processes