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Tucker-Raymond, Eli; Puttick, Gillian; Cassidy, Michael; Harteveld, Casper; Troiano, Giovanni M. – International Journal of STEM Education, 2019
There have been increasing calls for integrating computational thinking and computing into school science, mathematics, and engineering classrooms. The learning goals of the curriculum in this study included learning about both computational thinking and climate science. Including computer science in science classrooms also means a shift in the…
Descriptors: Educational Technology, Technology Uses in Education, Environmental Education, Science Education
Hébert, Cristyne; Jenson, Jennifer; Terzopoulos, Tatyana – E-Learning and Digital Media, 2021
In this article, we report on a study of 32 teachers and their implementation of a digital game designed to support the human and physical geography curriculum in grades 7 and 8 in the province of Ontario, Canada. The purpose of the paper is to analyze and robustly represent the experiences of teachers who participated in the study, most of whom…
Descriptors: Foreign Countries, Access to Computers, Educational Technology, Technology Uses in Education
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
Ružic-Baf, Maja; Strnak, Hrvoje; Debeljuh, Andrea – International Journal of Research in Education and Science, 2016
The availability of new information and communication technologies to an increasingly younger population, the constant availability of the Internet and the opportunity to search information, to create new types and models of communication, types of acceptance and ways of accepting and coping with the infinite amount of information, the velocity…
Descriptors: Technology Uses in Education, Educational Technology, Video Games, Grade 7
Peng, Li-Wei; Lee, Cheun-Yeong – Excellence in Education Journal, 2020
The research partnership among university faculty, information technology graduate students, and science content experts from school districts developed the Web-based two-dimensional and three-dimensional virtual reality science games. The games were implemented to engage middle school students in learning, retaining, and applying newly acquired…
Descriptors: Educational Research, College Faculty, Graduate Students, Information Technology
Kahyaoglu, Mustafa; Elcicek, Mithat – Online Submission, 2016
The aim of this study is to reveal the relationship between the secondary school students' attitudes towards the educational computer games, and their reflective thinking skills. As the model of the research, it's utilized from the correlational research model. The target population of the study consists of secondary school students that receive…
Descriptors: Correlation, Secondary School Students, Student Attitudes, Educational Technology
DiCerbo, Kristen E. – Educational Technology & Society, 2014
Interest in 21st century skills has brought concomitant interest in ways to teach and measure them. Games hold promise in these areas, but much of their potential has yet to be proven, and there are few examples of how to use the rich data from games to make inferences about players' knowledge, skills, and attributes. This article builds an…
Descriptors: Persistence, Evaluation Methods, Data Collection, Measurement Techniques
Herro, Danielle – Theory Into Practice, 2015
Because traditional schools struggle to effectively understand, implement, and sustain digital learning initiatives, innovating with digital media in classrooms is a difficult endeavor. Practitioners need examples to better understand conditions necessary to move forward with digital media and learning (DML) in schools. This article provides…
Descriptors: Sustainability, Educational Technology, Technology Uses in Education, Technology Integration
Stewart, Phillip Michael, Jr. – ProQuest LLC, 2013
Games in science education is emerging as a popular topic of scholarly inquiry. The National Research Council recently published a report detailing a research agenda for games and science education entitled "Learning Science Through Computer Games and Simulations" (2011). The report recommends moving beyond typical proof-of-concept…
Descriptors: Science Instruction, Educational Games, Computer Games, Computer Simulation
Shute, Valerie J.; Ventura, Matthew; Kim, Yoon Jeon – Journal of Educational Research, 2013
Digital games are very popular in modern culture. The authors are examining ways to leverage these engaging environments to assess and support student competencies. The authors examine gameplay and learning using a physics game they developed called Newton's Playground. The sample consisted of 167 eighth- and ninth-grade students who played…
Descriptors: Teaching Methods, Physics, Educational Games, Educational Technology
Rowe, Jonathan P.; Shores, Lucy R.; Mott, Bradford W.; Lester, James C. – International Journal of Artificial Intelligence in Education, 2011
A key promise of narrative-centered learning environments is the ability to make learning engaging. However, there is concern that learning and engagement may be at odds in these game-based learning environments. This view suggests that, on the one hand, students interacting with a game-based learning environment may be engaged but unlikely to…
Descriptors: Problem Solving, Educational Technology, Virtual Classrooms, Educational Environment
Bai, Haiyan; Pan, Wei; Hirumi, Astusi; Kebritchi, Mansureh – British Journal of Educational Technology, 2012
This research study assessed the effectiveness of a three-dimensional mathematics game, DimensionM, through a pretest-posttest control group quasi-experimental design. Participants consisted of 437 eighth graders. The classrooms were randomly assigned either to the treatment group that utilized DimensionM as a supplement to regular classroom…
Descriptors: Mathematics Achievement, Learning Motivation, Algebra, Control Groups