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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
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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
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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
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Lamb, Richard Lawrence; Annetta, Leonard; Meldrum, Jeannette; Vallett, David – International Journal of Science and Mathematics Education, 2012
Students in the USA have fallen near the bottom in international competitions and tests in mathematics and science. It is thought that extrinsic factors such as family, community, and schools might be more influential than intrinsic attitudes toward science interest. However, there are relatively few valid and reliable measures of intrinsic…
Descriptors: Advanced Courses, Student Interests, Science Interests, Intervention
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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
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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