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Showing 1 to 15 of 43 results Save | Export
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Chrisostomos Drogaris; Alexander Butyaev; Elena Nazarova; Roman Sarrazin-Gendron; Harsh Patel; Akash Singh; Brenden Kadota; Jérôme Waldispühl – Biochemistry and Molecular Biology Education, 2024
In the last decade, video games became a common vehicle for citizen science initiatives in life science, allowing participants to contribute to real scientific data analysis while learning about it. Since 2010, our scientific discovery game (SDG) Phylo enlists participants in comparative genomic data analysis. It is frequently used as a learning…
Descriptors: Science Instruction, Citizen Participation, Genetics, Educational Games
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Gwo-Jen Hwang; Wen-Hua Chuang; Lu-Ho Hsia – Education and Information Technologies, 2024
Many scientific concepts and theorems are often abstract and challenging to relate to real-life problems, making it difficult for students to grasp them. Therefore, some researchers have attempted to enhance students' understanding by employing a contextual learning approach, which allows students to apply scientific knowledge to real situations…
Descriptors: Secondary School Students, Secondary School Science, Chemistry, Science Instruction
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de Souza, Renata Torres Mattos P.; Kasseboehmer, Ana Cla´udia – Journal of Chemical Education, 2022
This paper reports the development of a digital escape room for high school students using Genially, a web-based media platform. The escape room was used to aid understanding of basic concepts in chemistry and mostly enhance students' classes participation during the COVID-19 pandemic. The activity entitled "The thalidomide mystery"…
Descriptors: Science Education, Secondary School Science, Educational Games, High School Students
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Lin, Yu-Ren – Journal of Computer Assisted Learning, 2018
The present study defined three levels of contextualized media and investigated their influences on students' science attitudes, comprehension, and argumentation. To achieve the purpose, an online game-based science argumentation (OGSA) program was developed for the experiments (N = 148). The OGSA included three versions for student argumentation…
Descriptors: Computer Games, Science Instruction, Persuasive Discourse, Prior Learning
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Ghali, Ramla; Ouellet, Sébastien; Frasson, Claude – Journal of Education and Training Studies, 2016
The use of educational games as a tool for providing learners with a playful and educational aspect is widespread. In this paper, we present an educational game that we developed to teach a chemistry lesson, namely drawing a Lewis diagram. Our game is a 3D environment known as LewiSpace and aims at balancing between playful and educational…
Descriptors: Foreign Countries, College Students, Educational Games, Chemistry
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Bielaczyc, Katerine; Ow, John – International Journal of Computer-Supported Collaborative Learning, 2014
Teachers and students face many challenges in shifting from traditional classroom cultures to enacting the "Knowledge-Building Communities" model (KBC model) supported by the CSCL environment, "Knowledge Forum" (Bereiter, 2002; Bereiter & Scardamalia, 1993; Scardamalia, 2002; Scardamalia & Bereiter, 2006). Enacting the…
Descriptors: Cooperative Learning, Computer Assisted Instruction, Educational Games, Epistemology
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Tay, Lee Yong; Lim, Cher Ping – Cultural Studies of Science Education, 2012
This response to Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg and Nicole Husain's paper, "Challenges and opportunities: Using a science-based video game in secondary school settings," explores the issues encountered while a science-based video game is introduced in secondary school settings. It highlights the importance of the context, the…
Descriptors: Science Instruction, Secondary School Science, Educational Technology, Educational Games
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Eastwood, Jennifer L.; Sadler, Troy D. – Computers & Education, 2013
Research in education suggests that computer games can serve as powerful learning environments, however, teachers perceive many obstacles to using games as teaching tools. In this study, we examine three science teachers' implementation and perceptions of a curriculum unit incorporating the game, Mission Biotech (MBt) and a set of supporting…
Descriptors: Case Studies, Observation, Interviews, Technology Integration
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Milne, Catherine – Cultural Studies of Science Education, 2012
In this issue, I draw together two sets of papers, with apparently different agendas. Most of the original papers in this issue use various learning perspectives and research approaches to explore the challenges and affordances of digital games for learning science. Associated forum papers challenge the authors and us to critically examine our own…
Descriptors: Educational Games, Research Methodology, Play, Global Approach
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Meyer, W. Max – Cultural Studies of Science Education, 2012
Analyses of the game "Spore" have centered on the important issues of accuracy of evolution content and engendering interest in science. This paper suggests that examination of the degree of scaffolding necessary to use the game in pedagogy is a missing part of the discussion, and then questions the longevity of the "Spore" discussion relative to…
Descriptors: Science Interests, Educational Environment, Science Instruction, Educational Technology
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Farhangi, Sanaz – Cultural Studies of Science Education, 2012
This paper presents a review of Jane McGonigal's book, "Reality is broken" (Reality is broken: why games make us better and how they can change the world. Penguin Press, New York, 2011). As the book subtitle suggests it is a book about "why games make us better and how they can change the world", written by a specialist in computer game design. I…
Descriptors: Science Education, Computer Games, Science Teachers, Constructivism (Learning)
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Ramdass, Darshanand – Cultural Studies of Science Education, 2012
This article extends the discussion started by Margaret Beier, Leslie Miller, and Shu Wang's (2012) paper, "Science games and the development of possible selves". In this paper, I suggest that a theoretical framework based on a sociocultural theory of learning is critical in learning in a virtual environment. I will discuss relevant research on…
Descriptors: Virtual Classrooms, Science Education, Learning Theories, Sociocultural Patterns
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Tippins, Deborah J.; Jensen, Lucas John – Cultural Studies of Science Education, 2012
There is a vast terrain of emerging research that explores recent innovations in digital games, particularly as they relate to questions of teaching and learning science. One such game, "Citizen Science", was developed to teach players about the practice of citizen science as well as lake ecology. Citizen science is a pedagogy that has a long…
Descriptors: Ecology, Environmental Education, Citizenship, Environmental Research
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Echeverria, Alejandro; Garcia-Campo, Cristian; Nussbaum, Miguel; Gil, Francisca; Villalta, Marco; Amestica, Matias; Echeverria, Sebastian – Computers & Education, 2011
The progress registered in the use of video games as educational tools has not yet been successfully transferred to the classroom. In an attempt to close this gap, a framework was developed that assists in the design and classroom integration of educational games. The framework addresses both the educational dimension and the ludic dimension. The…
Descriptors: Educational Games, Pretests Posttests, Cooperative Learning, Science Instruction
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Masek, Martin; Murcia, Karen; Morrison, Jason – Australian Educational Computing, 2012
Mobile devices, such as tablets and smart phones, are increasingly being utilised as tools for education, with tablets such as the Apple iPad being introduced into many classrooms. These devices are seen as enablers of learning through a fun, interactive interface; however the process of producing a pedagogically valid, yet entertaining…
Descriptors: Foreign Countries, Science Curriculum, Handheld Devices, Material Development
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